OccludedScene::OccludedScene():
bounding_mesh(Resources::get_global().get<Mesh>("_occluder.mesh")),
- bounding_shader(Resources::get_global().get<Program>("_occluder.glsl.shader")),
+ bounding_shader(Resources::get_global().get<Program>("occluder.glsl.shader")),
queries(OCCLUSION_QUERY, 0)
{
no_color_write.write_mask = WRITE_NONE;