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floodfill voxel mask
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@ -8,6 +8,8 @@ separateAo = true
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rain.depth = false
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beacon.beam.depth = true
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iris.features.optional=ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES
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#if RESOURCEPACK_SKY == 2
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sun=true
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moon=true
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@ -602,4 +604,25 @@ variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSu
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uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
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uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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###############################
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####### FLOODFILL STUFF #######
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###############################
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#if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
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#if LPV_SIZE == 8
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image.imgVoxelMask=none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256
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image.imgLpv1=none RGBA RGBA8 BYTE false false 256 256 256
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image.imgLpv2=none RGBA RGBA8 BYTE false false 256 256 256
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#elif LPV_SIZE == 7
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image.imgVoxelMask=none RED_INTEGER R16UI UNSIGNED_SHORT true false 128 128 128
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image.imgLpv1=none RGBA RGBA8 BYTE false false 128 128 128
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image.imgLpv2=none RGBA RGBA8 BYTE false false 128 128 128
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#elif LPV_SIZE == 6
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image.imgVoxelMask=none RED_INTEGER R16UI UNSIGNED_SHORT true false 64 64 64
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image.imgLpv1=none RGBA RGBA8 BYTE false false 64 64 64
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image.imgLpv2=none RGBA RGBA8 BYTE false false 64 64 64
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#endif
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#endif
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