shadow_seq = make_unique<GL::Sequence>(shadow_size, shadow_size);
shadow_seq->set_debug_name("Shadow sequence");
GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
- step->set_depth_test(&GL::DepthTest::lequal());
+ step->set_depth_test(GL::LEQUAL);
shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
shadow_map->set_debug_name("Shadow map");
env_seq->set_debug_name("Environment sequence");
step = &env_seq->add_step("", *shadow_map);
step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
- step->set_depth_test(&GL::DepthTest::lequal());
+ step->set_depth_test(GL::LEQUAL);
env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
env_map->set_debug_name("Environment map");