The screens, the marquees, the buttons and the coin slots light up from the model's glow map, and none of it is in the code. Click the preview, then press Space to switch the room's light on and off: the cabinets come and go, the glow does not.
The middle one wears toonLighting(). A look builds a shader of its own, and the glow map reaches it as ctx.emissive, so it keeps its screen like the other two.