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Light the cab with the sun coming in through its windows
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@@ -67,7 +67,8 @@
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#define CAB_PROBE_SSBO 30
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#define SKY_OCCLUSION_HEIGHT_TEX 31
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#define SKY_OCCLUSION_TEX 32
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#define PASS_BINDING_COUNT 33
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#define CAB_PROBE_MASK_TEX 33
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#define PASS_BINDING_COUNT 34
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#define MATERIAL_TEXTURE_FIRST 0
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#define CL_CLUSTER_UBO 0
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#define CL_AABB_SSBO 1
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@@ -302,6 +303,11 @@ layout(std140, set = PASS_SET, binding = SCENE_UBO) 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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#ifndef LAYOUT_COMPUTE
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@@ -319,7 +325,7 @@ 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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