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Take the ambient occlusion into the lighting and add a probe of the cab
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@@ -73,7 +73,14 @@ constexpr std::uint32_t SCENE_DEPTH_TEX = 24;
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constexpr std::uint32_t SSR_HISTORY_TEX = 25;
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// the water on the windscreens (gfx::windscreen_water): the drops, their grids and the wetted paths the glasses read
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constexpr std::uint32_t WATER_SSBO = 26;
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constexpr std::uint32_t PASS_BINDING_COUNT = 27;
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// the ambient occlusion of the main view in the light of the surfaces (gfx.postfx.ao.lighting, the stage A3), half its size
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constexpr std::uint32_t SCENE_AO_TEX = 27;
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// the probe of the occupied cab (gfx::cab_probe, the stage A4): the cube maps of the light of its lamps the cab reflects and of its
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// albedo, and the light it lights the cab with again (gl::cab_probe_data)
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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 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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