mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 10:12:54 +08:00
floodfill dropped item fix; reduce occlusion groups
This commit is contained in:
@ -6,9 +6,13 @@
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#define BLOCK_SAPLING 15
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#define BLOCK_VINE 16
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#define BLOCK_VINE_OTHER 17
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#define BLOCK_GROUND_WAVING 60
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#define BLOCK_GROUND_WAVING_VERTICAL 61
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#define BLOCK_AIR_WAVING 62
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#define BLOCK_LPV_IGNORE 50
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#define BLOCK_LPV_MIN 51
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#define BLOCK_LPV_MED 52
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#define BLOCK_LPV_MAX 53
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#define BLOCK_GROUND_WAVING 54
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#define BLOCK_GROUND_WAVING_VERTICAL 55
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#define BLOCK_AIR_WAVING 56
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#define BLOCK_SSS_STRONG 80
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#define BLOCK_SSS_WEAK 81
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#define BLOCK_SSS_WEAK_2 82
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@ -199,84 +203,79 @@
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#define BLOCK_ICE 319
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#define BLOCK_NETHER_PORTAL 320
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#define BLOCK_SLIME 321
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#define BLOCK_LPV_IGNORE 401
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#define BLOCK_CARPET 402
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#define BLOCK_DOOR_N 403
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#define BLOCK_DOOR_E 404
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#define BLOCK_DOOR_S 405
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#define BLOCK_DOOR_W 406
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#define BLOCK_FENCE 407
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#define BLOCK_FENCE_GATE 408
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#define BLOCK_FLOWER_POT 409
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#define BLOCK_IRON_BARS 410
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#define BLOCK_PRESSURE_PLATE 411
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#define BLOCK_SLAB_TOP 412
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#define BLOCK_SLAB_BOTTOM 413
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#define BLOCK_SNOW_LAYERS 414
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#define BLOCK_TRAPDOOR_BOTTOM 415
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#define BLOCK_TRAPDOOR_TOP 416
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#define BLOCK_TRAPDOOR_N 417
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#define BLOCK_TRAPDOOR_E 418
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#define BLOCK_TRAPDOOR_S 419
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#define BLOCK_TRAPDOOR_W 420
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#define BLOCK_WALL_POST 421
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#define BLOCK_WALL_MIN 421
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#define BLOCK_WALL_POST_LOW_N 422
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#define BLOCK_WALL_POST_LOW_E 423
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#define BLOCK_WALL_POST_LOW_S 424
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#define BLOCK_WALL_POST_LOW_W 425
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#define BLOCK_WALL_POST_LOW_N_S 426
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#define BLOCK_WALL_POST_LOW_W_E 427
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#define BLOCK_WALL_POST_LOW_N_W 428
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#define BLOCK_WALL_POST_LOW_N_E 429
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#define BLOCK_WALL_POST_LOW_S_W 430
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#define BLOCK_WALL_POST_LOW_S_E 431
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#define BLOCK_WALL_POST_LOW_N_W_S 432
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#define BLOCK_WALL_POST_LOW_N_E_S 433
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#define BLOCK_WALL_POST_LOW_W_N_E 434
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#define BLOCK_WALL_POST_LOW_W_S_E 435
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#define BLOCK_WALL_POST_LOW_ALL 436
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#define BLOCK_WALL_POST_TALL_N 437
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#define BLOCK_WALL_POST_TALL_E 438
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#define BLOCK_WALL_POST_TALL_S 439
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#define BLOCK_WALL_POST_TALL_W 440
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#define BLOCK_WALL_POST_TALL_N_S 441
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#define BLOCK_WALL_POST_TALL_W_E 442
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#define BLOCK_WALL_POST_TALL_N_W 443
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#define BLOCK_WALL_POST_TALL_N_E 444
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#define BLOCK_WALL_POST_TALL_S_W 445
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#define BLOCK_WALL_POST_TALL_S_E 446
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#define BLOCK_WALL_POST_TALL_N_W_S 447
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#define BLOCK_WALL_POST_TALL_N_E_S 448
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#define BLOCK_WALL_POST_TALL_W_N_E 449
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#define BLOCK_WALL_POST_TALL_W_S_E 450
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#define BLOCK_WALL_POST_TALL_ALL 451
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#define BLOCK_WALL_POST_TALL_N_LOW_S 452
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#define BLOCK_WALL_POST_TALL_E_LOW_W 453
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#define BLOCK_WALL_POST_TALL_S_LOW_N 454
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#define BLOCK_WALL_POST_TALL_W_LOW_E 455
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#define BLOCK_WALL_POST_TALL_N_S_LOW_W_E 456
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#define BLOCK_WALL_POST_TALL_W_E_LOW_N_S 457
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#define BLOCK_WALL_POST_TALL_N_W_LOW_S_E 458
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#define BLOCK_WALL_POST_TALL_N_E_LOW_S_W 459
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#define BLOCK_WALL_POST_TALL_S_W_LOW_N_E 460
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#define BLOCK_WALL_POST_TALL_S_E_LOW_N_W 461
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#define BLOCK_WALL_LOW_N_S 462
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#define BLOCK_WALL_LOW_W_E 463
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#define BLOCK_WALL_LOW_N_W 464
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#define BLOCK_WALL_LOW_N_E 465
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#define BLOCK_WALL_LOW_S_W 466
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#define BLOCK_WALL_LOW_S_E 467
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#define BLOCK_WALL_LOW_ALL 468
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#define BLOCK_WALL_TALL_N_S 469
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#define BLOCK_WALL_TALL_W_E 470
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#define BLOCK_WALL_TALL_N_W 471
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#define BLOCK_WALL_TALL_N_E 472
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#define BLOCK_WALL_TALL_S_W 473
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#define BLOCK_WALL_TALL_S_E 474
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#define BLOCK_WALL_TALL_ALL 475
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#define BLOCK_WALL_TALL_N_S_LOW_W_E 476
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#define BLOCK_WALL_TALL_W_E_LOW_N_S 477
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#define BLOCK_WALL_MAX 477
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#define BLOCK_CARPET 401
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#define BLOCK_DOOR_N 402
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#define BLOCK_DOOR_E 403
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#define BLOCK_DOOR_S 404
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#define BLOCK_DOOR_W 405
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#define BLOCK_PRESSURE_PLATE 406
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#define BLOCK_SLAB_TOP 407
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#define BLOCK_SLAB_BOTTOM 408
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#define BLOCK_SNOW_LAYERS 409
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#define BLOCK_TRAPDOOR_BOTTOM 410
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#define BLOCK_TRAPDOOR_TOP 411
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#define BLOCK_TRAPDOOR_N 412
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#define BLOCK_TRAPDOOR_E 413
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#define BLOCK_TRAPDOOR_S 414
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#define BLOCK_TRAPDOOR_W 415
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#define BLOCK_WALL_POST 416
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#define BLOCK_WALL_MIN 416
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#define BLOCK_WALL_POST_LOW_N 417
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#define BLOCK_WALL_POST_LOW_E 418
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#define BLOCK_WALL_POST_LOW_S 419
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#define BLOCK_WALL_POST_LOW_W 420
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#define BLOCK_WALL_POST_LOW_N_S 421
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#define BLOCK_WALL_POST_LOW_W_E 422
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#define BLOCK_WALL_POST_LOW_N_W 423
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#define BLOCK_WALL_POST_LOW_N_E 424
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#define BLOCK_WALL_POST_LOW_S_W 425
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#define BLOCK_WALL_POST_LOW_S_E 426
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#define BLOCK_WALL_POST_LOW_N_W_S 427
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#define BLOCK_WALL_POST_LOW_N_E_S 428
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#define BLOCK_WALL_POST_LOW_W_N_E 429
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#define BLOCK_WALL_POST_LOW_W_S_E 430
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#define BLOCK_WALL_POST_LOW_ALL 431
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#define BLOCK_WALL_POST_TALL_N 432
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#define BLOCK_WALL_POST_TALL_E 433
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#define BLOCK_WALL_POST_TALL_S 434
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#define BLOCK_WALL_POST_TALL_W 435
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#define BLOCK_WALL_POST_TALL_N_S 436
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#define BLOCK_WALL_POST_TALL_W_E 437
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#define BLOCK_WALL_POST_TALL_N_W 438
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#define BLOCK_WALL_POST_TALL_N_E 439
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#define BLOCK_WALL_POST_TALL_S_W 440
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#define BLOCK_WALL_POST_TALL_S_E 441
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#define BLOCK_WALL_POST_TALL_N_W_S 442
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#define BLOCK_WALL_POST_TALL_N_E_S 443
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#define BLOCK_WALL_POST_TALL_W_N_E 444
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#define BLOCK_WALL_POST_TALL_W_S_E 445
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#define BLOCK_WALL_POST_TALL_ALL 446
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#define BLOCK_WALL_POST_TALL_N_LOW_S 447
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#define BLOCK_WALL_POST_TALL_E_LOW_W 448
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#define BLOCK_WALL_POST_TALL_S_LOW_N 449
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#define BLOCK_WALL_POST_TALL_W_LOW_E 450
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#define BLOCK_WALL_POST_TALL_N_S_LOW_W_E 451
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#define BLOCK_WALL_POST_TALL_W_E_LOW_N_S 452
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#define BLOCK_WALL_POST_TALL_N_W_LOW_S_E 453
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#define BLOCK_WALL_POST_TALL_N_E_LOW_S_W 454
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#define BLOCK_WALL_POST_TALL_S_W_LOW_N_E 455
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#define BLOCK_WALL_POST_TALL_S_E_LOW_N_W 456
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#define BLOCK_WALL_LOW_N_S 457
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#define BLOCK_WALL_LOW_W_E 458
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#define BLOCK_WALL_LOW_N_W 459
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#define BLOCK_WALL_LOW_N_E 460
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#define BLOCK_WALL_LOW_S_W 461
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#define BLOCK_WALL_LOW_S_E 462
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#define BLOCK_WALL_LOW_ALL 463
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#define BLOCK_WALL_TALL_N_S 464
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#define BLOCK_WALL_TALL_W_E 465
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#define BLOCK_WALL_TALL_N_W 466
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#define BLOCK_WALL_TALL_N_E 467
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#define BLOCK_WALL_TALL_S_W 468
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#define BLOCK_WALL_TALL_S_E 469
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#define BLOCK_WALL_TALL_ALL 470
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#define BLOCK_WALL_TALL_N_S_LOW_W_E 471
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#define BLOCK_WALL_TALL_W_E_LOW_N_S 472
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#define BLOCK_WALL_MAX 472
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#define BLOCK_END_PORTAL 500
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#define BLOCK_SIGN 501
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@ -38,8 +38,13 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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voxelId = uint(blockEntityId);
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}
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else if (currentRenderedItemId > 0 && currentRenderedItemId < 1200) {
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if (entityId != ENTITY_ITEM_FRAME && entityId != ENTITY_PLAYER)
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voxelId = uint(currentRenderedItemId);
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if (entityId != ENTITY_ITEM_FRAME && entityId != ENTITY_PLAYER) {
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uint blockDataR = texelFetch(texBlockData, currentRenderedItemId, 0).r;
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float lightRange = unpackUnorm4x8(blockDataR).a * 255.0;
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if (lightRange > 0.0)
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voxelId = uint(currentRenderedItemId);
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}
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}
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else {
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switch (entityId) {
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