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nether/end shadow pass for voxel data, broken iris uniforms though
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@ -19,7 +19,7 @@ iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUS
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#endif
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#ifdef LPV_ENABLED
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# shadow.enabled = true
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shadow.enabled = true
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shadow.culling = reversed
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voxelizeLightBlocks = true
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#endif
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@ -576,6 +576,9 @@ uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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program.world0/setup.enabled = false
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program.world-1/setup.enabled = false
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program.world1/shadow.enabled = false
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program.world-1/shadow.enabled = false
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program.world1/shadowcomp.enabled = false
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program.world0/shadowcomp.enabled = false
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program.world-1/shadowcomp.enabled = false
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