Framebuffer fbo;
Matrix shadow_matrix;
Texture2D depth_buf;
+ RefPtr<Sampler> sampler;
Vector3 target;
float radius;
float depth_bias;
mutable ProgramData shdata;
bool rendered;
+ static WeakPtr<Sampler> shadow_sampler;
+
public:
ShadowMap(unsigned, Renderable &, const Light &);