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Light the cab with the sun coming in through its windows
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@@ -111,6 +111,7 @@
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#define CAB_PROBE_ALBEDO_TEX 28
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#define SKY_OCCLUSION_HEIGHT_TEX 29
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#define SKY_OCCLUSION_TEX 30
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#define CAB_PROBE_MASK_TEX 31
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#define CAB_PROBE_SSBO_BINDING 17
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#define CAB_PROBE_SH_SIZE 16
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#define CAB_PROBE_SH_GROUP_SIZE 64
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@@ -247,7 +248,7 @@ struct model_draw_s
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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// 1 for the parts of the occupied cab, see gl::model_ubs
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// 1 for the parts of the occupied cab, 2 for the low poly interiors, see gl::model_ubs
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float cab_interior;
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};
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@@ -289,7 +290,7 @@ layout(std140, binding = MODEL_UBO_BINDING) uniform model_ubo
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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// 1 for the parts of the occupied cab, see gl::model_ubs
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// 1 for the parts of the occupied cab, 2 for the low poly interiors, see gl::model_ubs
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float cab_interior;
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};
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#endif
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@@ -335,6 +336,11 @@ layout(std140, binding = SCENE_UBO_BINDING) uniform scene_ubo
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vec4 sky_occlusion_origin;
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vec4 sky_occlusion_params;
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vec4 sky_occlusion_center;
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// the sun coming in through the windows of the cab, for the drawing of its probe, see gl::scene_ubs
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vec4 cab_probe_sun;
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vec4 cab_probe_sun_color;
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vec4 cab_probe_sun_box;
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vec4 cab_probe_sun_world;
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};
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#ifdef STAGE_VERTEX
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