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Light the cab with the sun coming in through its windows
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@@ -1661,7 +1661,7 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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}
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// the reflections: the ground below the horizon of the environment map, and the screen space ones set up for the colour
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// pass of the main view only
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scene_ubs.env_params = glm::vec4{Global.gfx_ambient_groundalbedo, 0.f, 0.f, 0.f};
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scene_ubs.env_params = glm::vec4{Global.gfx_ambient_groundalbedo, 0.f, Global.gfx_interior_bounce, 0.f};
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gfx::screen_reflections::clear(scene_ubs);
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// the occlusion of the sky by the scenery, seen from the camera of the view
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m_skyocclusion.setup_scene(scene_ubs, m_colorpass.pass_camera.position());
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@@ -4593,7 +4593,7 @@ void opengl46_renderer::Setup_Ao_Lighting( viewport_config &Viewport )
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// the compute passes leave the units of the textures to be bound anew
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::glBindTextureUnit( gl::SCENE_DEPTH_TEX, Viewport.clusters_depth_tex->id );
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::glBindTextureUnit( gl::SCENE_AO_TEX, Viewport.ssao_blur_tex->id );
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scene_ubs.ao_params = glm::vec4{ 1.f, Global.gfx_postfx_ao_strength, 0.f, 0.f };
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scene_ubs.ao_params = glm::vec4{ 1.f, Global.gfx_postfx_ao_strength, Global.gfx_postfx_ao_cab, 0.f };
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scene_ubo->update( scene_ubs );
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m_aolighting = true;
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}
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@@ -6319,6 +6319,8 @@ void opengl46_renderer::Render_cab_probe()
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// the lamp with its shadow map, when the map holds the shadows of the lamp where it is
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auto const shadows{(lamp != nullptr) && m_localshadows.ready(vehicle) && (m_localshadows.lamp() == m_locallights.cab_lamp_local())};
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m_cabprobe.setup_drawing(scene_ubs, lamp, m_locallights.cab_lamp_local(), shadows, m_localshadows.weights());
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// the sun coming in through the windows, as the shading of the last frame got it
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m_cabprobe.setup_sun(scene_ubs, vehicle, -m_sunlight.direction, glm::vec3{light_data.lights[0].color} * light_data.lights[0].intensity, m_colorpass.pass_camera.position());
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scene_ubo->update(scene_ubs);
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// the cab drawn by the colour mode with the programs of the probe. the camera is put at the vehicle, which Render_cab() places
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// the cab relative to, and the modelview takes the cab model to the space of the probe
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