step->set_depth_test(&GL::DepthTest::lequal());
shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
- shadow_map->set_darkness(0.9f);
shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));