+ renderable.finish_frame();
+ rendered = false;
+}
+
+void ShadowMap::render(Renderer &renderer, const Tag &tag) const
+{
+ if(!enabled_passes.count(tag))
+ return renderer.render(renderable, tag);
+
+ Renderer::Push _push_rend(renderer);
+
+ unsigned unit = renderer.allocate_effect_texunit();
+ int iunit = unit;
+ shdata.uniform("shadow", iunit);
+ shdata.uniform("shadow_unit", iunit);
+
+ Bind _bind_depth(depth_buf, unit);
+ TexGen tg_s, tg_t, tg_r;
+ tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3)));
+ tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3)));
+ tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3)));
+ tg_s.bind_to(unit, SCOORD);
+ tg_t.bind_to(unit, TCOORD);
+ tg_r.bind_to(unit, RCOORD);
+
+ if(const Camera *camera = renderer.get_camera())
+ /* Multiply by camera's object matrix to form a matrix that transforms
+ from eye space to shadow space. */
+ shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
+ else
+ shdata.uniform("shd_eye_matrix", shadow_matrix);
+
+ renderer.add_shader_data(shdata);
+ renderer.render(renderable, tag);
+
+ TexGen::unbind_from(unit, SCOORD);
+ TexGen::unbind_from(unit, TCOORD);
+ TexGen::unbind_from(unit, RCOORD);