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Sable's sub-levels each contain their own lighting sections, and lighting data.
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We need Flywheel shaders to be aware of this, so we change and override the lighting storage, LUT, and shaders to respect an additional "scene ID".
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I'm not happy with the large amounts of duplicated shader code in these overrides, but it's the route we are going with for now.
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Reference https://github.com/Engine-Room/Flywheel/tree/1.21.1/dev for the original shaders and lighting code that these overrides are based on.
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