shdata.uniform("shd_world_matrix", shadow_matrix);
BindRestore bind_fbo(fbo);
shdata.uniform("shd_world_matrix", shadow_matrix);
BindRestore bind_fbo(fbo);
fbo.clear(DEPTH_BUFFER_BIT);
Renderer::Push push(renderer);
renderer.set_camera(shadow_camera);
fbo.clear(DEPTH_BUFFER_BIT);
Renderer::Push push(renderer);
renderer.set_camera(shadow_camera);