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floodfill dropped item fix; reduce occlusion groups
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@ -59,6 +59,11 @@ uniform int entityId;
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#else
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attribute vec3 at_midBlock;
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#endif
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#ifdef LPV_ENTITY_LIGHTS
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uniform usampler1D texBlockData;
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#endif
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uniform int currentRenderedItemId;
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uniform int renderStage;
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