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Shade the sky and the sun by the scenery around the camera instead of the track environment flags
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@@ -80,7 +80,11 @@ constexpr std::uint32_t SCENE_AO_TEX = 27;
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constexpr std::uint32_t CAB_PROBE_TEX = 28;
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constexpr std::uint32_t CAB_PROBE_ALBEDO_TEX = 29;
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constexpr std::uint32_t CAB_PROBE_SSBO = 30;
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constexpr std::uint32_t PASS_BINDING_COUNT = 31;
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// the occlusion of the sky and of the sun by the scenery around the camera (gfx::sky_occlusion, the track T): the height of the top of
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// the scenery and the shares of the sky and the limits of the key light, read texel by texel
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constexpr std::uint32_t SKY_OCCLUSION_HEIGHT_TEX = 31;
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constexpr std::uint32_t SKY_OCCLUSION_TEX = 32;
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constexpr std::uint32_t PASS_BINDING_COUNT = 33;
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// the offsets of the bindings above with dynamic offsets, in the order of the bindings
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constexpr std::uint32_t PASS_DYNAMIC_OFFSETS = 6;
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// the textures of a material take the bindings of their units (#pragma texture(name, unit, ...)), 0 .. MAX_TEXTURES - 1
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