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Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections
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@@ -515,7 +515,8 @@ class scene_walk
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// the shadow pass draws the kept scenery part of the map of a lamp: no vehicles, and not the model of the lamp itself
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bool m_cubescenery{false};
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TAnimModel const *m_cubeskipinstance{nullptr};
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// the shadow pass leaves this vehicle out (the one the headlights of the map being drawn belong to)
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// the shadow pass leaves this vehicle out (the one the headlights of the map being drawn belong to), and so does the walk of the
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// reflection mode (the vehicle of the cab, for the ray traced reflections of the vulkan renderer)
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TDynamicObject const *m_shadowskipvehicle{nullptr};
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// what the picking passes drew, by the index of their colours
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std::vector<TSubModel const *> m_pickcontrolsitems;
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