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Draw the cab probe with all the lights of the cab
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@@ -97,6 +97,7 @@
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#define LOCAL_SHADOW_LAMPS_TEX 14
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#define HEADLIGHT_SHADOW_TEX 15
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#define MAX_HEADLIGHT_SHADOWS 4U
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#define MAX_CAB_PROBE_LAMPS 16U
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#define FOG_VOLUME_TEX 16
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#define CLOUD_SHADOW_TEX 17
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#define CLOUD_TEX 18
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@@ -343,13 +344,16 @@ layout(std140, binding = SCENE_UBO_BINDING) uniform scene_ubo
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vec4 rain_wind;
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// the ambient occlusion in the light of the surfaces, see gl::scene_ubs
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vec4 ao_params;
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// the probe of the occupied cab, and the lamp it's drawn with, see gl::scene_ubs
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// the probe of the occupied cab, and the lights of the cab it's drawn with, see gl::scene_ubs
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mat4 cab_probe_view;
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vec4 cab_probe_box;
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vec4 cab_probe_params;
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vec4 cab_probe_lamp;
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vec4 cab_probe_lamp_color;
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vec4 cab_probe_lamp_shadow;
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vec4 cab_probe_lamp[MAX_CAB_PROBE_LAMPS];
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vec4 cab_probe_lamp_color[MAX_CAB_PROBE_LAMPS];
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vec4 cab_probe_lamp_shadow[MAX_CAB_PROBE_LAMPS];
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vec4 cab_probe_lamp_cone[MAX_CAB_PROBE_LAMPS];
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vec4 cab_probe_lamp_shape[MAX_CAB_PROBE_LAMPS];
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vec4 cab_probe_lamp_map[MAX_CAB_PROBE_LAMPS];
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// the occlusion of the sky and of the sun by the scenery around the camera, see gl::scene_ubs
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vec4 sky_occlusion_origin;
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vec4 sky_occlusion_params;
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