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floodfill dropped item fix; reduce occlusion groups
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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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