sky->set_debug_name("Sky");
shadow_seq = make_unique<GL::Sequence>();
+ shadow_seq->set_clear_enabled(true);
shadow_seq->set_debug_name("Shadow sequence");
GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
step->set_depth_test(GL::LEQUAL);
sequence.reset(seq_bld.build(view));
env_seq = make_unique<GL::Sequence>();
+ env_seq->set_clear_enabled(true);
env_seq->set_debug_name("Environment sequence");
step = &env_seq->add_step("", *shadow_map);
step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));