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Light the cab with the sun coming in through its windows
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@@ -28,8 +28,8 @@ class opengl46_cab_probe : public gfx::cab_probe
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// creates the programs, the stand-ins and the storage of the spherical harmonics. throws gl::shader_exception
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void init();
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// puts the maps (or the stand-ins) on their texture units, gl::CAB_PROBE_TEX and gl::CAB_PROBE_ALBEDO_TEX, and the spherical
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// harmonics on gl::CAB_PROBE_SSBO_BINDING. once per context and frame
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// puts the maps (or the stand-ins) on their texture units, gl::CAB_PROBE_TEX, gl::CAB_PROBE_ALBEDO_TEX and the mask on
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// gl::CAB_PROBE_MASK_TEX, and the spherical harmonics on gl::CAB_PROBE_SSBO_BINDING. once per context and frame
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void bind();
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// program of the probe, of the alpha tested materials when Alpha
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gl::program &program(bool const Alpha)
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@@ -60,6 +60,8 @@ class opengl46_cab_probe : public gfx::cab_probe
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GLuint m_albedo{0};
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GLuint m_depth{0};
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GLuint m_framebuffer{0};
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// the copy of a small level of the albedo of the last drawing, which the next one reads to tell where the windows are
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GLuint m_mask{0};
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// stand-ins: a cube map of 1x1 faces of nothing, a 1x1 white texture
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GLuint m_empty{0};
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GLuint m_white{0};
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