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wmo: apply MOHD ambient color to interior group lighting
Read the ambient color from the MOHD chunk (BGRA uint32) and store it on WMOModel as a normalized RGB vec3. Pass it through ModelData into the per-batch WMOMaterialUBO (replacing the unused pad[3] bytes, keeping the struct at 64 bytes). The GLSL interior branch now floors vertex colors against the WMO ambient instead of a hardcoded 0.5, so dungeon interiors respect the artist-specified ambient tint from the WMO root rather than always clamping to grey.
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6 changed files with 24 additions and 3 deletions
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@ -29,6 +29,9 @@ layout(set = 1, binding = 1) uniform WMOMaterial {
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float heightMapVariance;
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float normalMapStrength;
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int isLava;
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float wmoAmbientR;
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float wmoAmbientG;
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float wmoAmbientB;
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};
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layout(set = 1, binding = 2) uniform sampler2D uNormalHeightMap;
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@ -185,7 +188,13 @@ void main() {
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} else if (unlit != 0) {
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result = texColor.rgb * shadow;
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} else if (isInterior != 0) {
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vec3 mocv = max(VertColor.rgb, vec3(0.5));
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// WMO interior: vertex colors (MOCV) are pre-baked lighting from the artist.
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// The MOHD ambient color tints/floors the vertex colors so dark spots don't
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// go completely black, matching the WoW client's interior shading.
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vec3 wmoAmbient = vec3(wmoAmbientR, wmoAmbientG, wmoAmbientB);
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// Clamp ambient to at least 0.3 to avoid total darkness when MOHD color is zero
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wmoAmbient = max(wmoAmbient, vec3(0.3));
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vec3 mocv = max(VertColor.rgb, wmoAmbient);
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result = texColor.rgb * mocv * shadow;
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} else {
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vec3 ldir = normalize(-lightDir.xyz);
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