feat(core): add per-vertex ambient occlusion baked into chunk meshes
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#pragma once
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#include "Mesh.h"
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#include "Lighting.h"
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namespace vf {
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// Face-culled mesh for one chunk carrying per-vertex ambient occlusion and
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// baked light sampled from `light`. Opaque and transparent (water) faces are
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// written to separate sub-meshes. Faces are culled against neighbours across
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// chunk borders exactly like the greedy mesher.
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ChunkMesh meshChunkLit(const World& world, const Vec3i& chunkCoord, const LightField& light);
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} // namespace vf
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