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entity.properties template; lpv hand-light prep
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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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