Add ambient light effect lightmapped meshes member to Lights structure (wgsl). Making it map 1:1 with the RS version (GpuLights)
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@ -66,6 +66,7 @@ struct Lights {
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cluster_factors: vec4<f32>,
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cluster_factors: vec4<f32>,
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n_directional_lights: u32,
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n_directional_lights: u32,
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spot_light_shadowmap_offset: i32,
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spot_light_shadowmap_offset: i32,
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ambient_light_affects_lightmapped_meshes: u32
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};
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};
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struct Fog {
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struct Fog {
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