             renderer.textureQuality = quality;
         }
 
-        if (input.keyPress['3'])
+        if (input.keyPress['2'])
         {
             int quality = renderer.materialQuality;
             ++quality;

            renderer.shadowMapSize = size;
        }

        if (input.keyPress['7'])
            renderer.shadowQuality = renderer.shadowQuality + 1;

        if (input.keyPress['8'])
        {
            bool occlusion = renderer.maxOccluderTriangles > 0;
            occlusion = !occlusion;
            renderer.maxOccluderTriangles = occlusion ? 5000 : 0;
        }

        if (input.keyPress['9'])
            renderer.dynamicInstancing = !renderer.dynamicInstancing;

        if (input.keyPress['O'])
            camera.orthographic = !camera.orthographic;

        if (input.keyPress['F'])
            edgeFilter.active = !edgeFilter.active;
            
        if (input.keyPress['T'])
            debugHud.Toggle(DEBUGHUD_SHOW_PROFILER);



    if (!engine.headless)
    {
        renderer.viewports[0] = Viewport(testScene, camera);

        // Add FXAA effect to the renderpath. Clone the default renderpath so that we don't affect it
        RenderPath@ newRenderPath = renderer.viewports[0].renderPath.Clone();
        newRenderPath.Append(cache.GetResource("XMLFile", "PostProcess/EdgeFilter.xml"));
        newRenderPath.SetActive("Bloom", false);
        newRenderPath.SetActive("EdgeFilter", false);
        renderer.viewports[0].renderPath = newRenderPath;

        audio.listener = cameraNode.CreateComponent("SoundListener");
    }
