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variable normal offset strength; misc fixes
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@ -210,9 +210,11 @@ void main() {
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(currentRenderedItemId > 0 || entityId > 0) &&
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(renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES)
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) {
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uint voxelId = uint(BLOCK_EMPTY);
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uint voxelId = 0u;
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if (currentRenderedItemId > 0) {
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// TODO: once hand-light is added, switch to this condition
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// if (entityId != ENTITY_ITEM_FRAME && entityId != ENTITY_PLAYER)
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if (entityId != ENTITY_ITEM_FRAME)
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voxelId = uint(currentRenderedItemId);
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}
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