         self.mainRasterizerState = RasterizerStateHandle()
         self.shadowRasterizerState = RasterizerStateHandle()
         self.finalRenderPass = RenderPassHandle()
+        
+        finalFrameBuffer.colorAttachments.append(FramebufferAttachment())
     }
     
     public func didStartup() {

            // Figure out far plane distance at least
            let zFar = distance(GROUND_POSITION,SHADOWED_DIRECTIONAL_LIGHT_POSITION)
            
            shadowPassData[0].viewProjection = getLHOrthoMatrix(1100, height: 1100, zFar: zFar, zNear: 25)
            shadowPassData[0].viewProjection = shadowPassData[0].viewProjection * shadowCameras[0].worldTransform.matrix
        }
        
        do {

            let r = rotation(angle: Vector3<Float>(cameraAngles.x, cameraAngles.y, 0.0))
            mainPassView = camera.viewMatrix * Matrix4x4<Float>(r.matrix)
            mainPassFrameData.viewProjection = camera.projectionMatrix * mainPassView
            mainPassFrameData.viewShadow0Projection = shadowPassData.viewProjection
            mainPassFrameData.lightPosition = Vector4<Float>(SHADOWED_DIRECTIONAL_LIGHT_POSITION.x,
                                                     SHADOWED_DIRECTIONAL_LIGHT_POSITION.y,
                                                     SHADOWED_DIRECTIONAL_LIGHT_POSITION.z, 1.0)
