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entity.properties template; lpv hand-light prep
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@ -67,6 +67,8 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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#endif
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#ifdef IS_LPV_ENABLED
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uniform int heldItemId;
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uniform int heldItemId2;
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uniform int frameCounter;
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#include "/lib/hsv.glsl"
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@ -107,6 +107,9 @@ uniform vec3 nsunColor;
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#endif
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#ifdef IS_LPV_ENABLED
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uniform int heldItemId;
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uniform int heldItemId2;
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#include "/lib/hsv.glsl"
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_render.glsl"
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@ -123,6 +123,11 @@ flat varying vec3 WsunVec;
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flat varying vec3 unsigned_WsunVec;
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flat varying float exposure;
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#ifdef IS_LPV_ENABLED
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uniform int heldItemId;
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uniform int heldItemId2;
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#endif
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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@ -131,9 +131,6 @@ void main() {
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uint tintData = LpvBlockMap[blockId].Tint;
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tintColor = unpackUnorm4x8(tintData).rgb;
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}
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if (blockId > 0u) {
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vec4 lightColorRange = unpackUnorm4x8(LpvBlockMap[blockId].ColorRange);
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float lightRange = lightColorRange.a * 255.0;
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