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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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@ -185,6 +185,7 @@ struct WMOModel {
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uint32_t nDoodadDefs;
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uint32_t nDoodadSets;
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glm::vec3 ambientColor; // MOHD ambient color (used for interior group lighting)
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glm::vec3 boundingBoxMin;
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glm::vec3 boundingBoxMax;
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