Average cell edge on this world, metres (a glow radius for point sprites).
H3 index per cell.
Base-surface world position of each cell centre, [x, y, z] per cell (planet-centred on planets).
0…1 brightness per cell.
Local [x, z] of each cell centre, per cell.
People per cell.
H3 resolution of the cells.
Night-light brightness per H3 cell as flat typed arrays (GPU-ready), plus point samplers.