         object.castShadows = true;
         object.occluder = true;
     }
-    
+
     // Create mushroom groups
     for (uint i = 0; i < NUM_INSTANCENODES; ++i)
     {
         Node@ newNode = testScene.CreateChild();
         newNode.position = Vector3(Random() * 160 - 80, 0, Random() * 160 - 80);
-        
+
         for (uint j = 0; j < NUM_INSTANCES; ++j)
         {
             Vector3 position = Vector3(Random() * 20 - 10, 0, Random() * 20 - 10);
             float angle = Random() * 360;
             float size = 1 + Random() * 2;
-            
+
             Node@ instance = newNode.CreateChild();
             instance.position = position;
             instance.rotation = Quaternion(angle, Vector3(0, 1, 0));

        light.shadowDistance = 200;
        light.shadowFadeDistance = 150;
        light.shadowResolution = 0.5;
        // The spot lights will not have anything near them, so move the near plane of the shadow camera farther
        // for better shadow depth resolution
        light.shadowNearFarRatio = 0.01;

        object.castShadows = true;
        object.occluder = true;
    }

    // Create static mushroom with physics
    {
        Node@ newNode = testScene.CreateChild();
