mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
412 lines
14 KiB
Tcsh
412 lines
14 KiB
Tcsh
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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const ivec3 workGroups = ivec3(4, 5, 1);
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#ifdef IS_LPV_ENABLED
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#include "/lib/blocks.glsl"
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#include "/lib/lpv_blocks.glsl"
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const vec3 LightColor_Amethyst = vec3(0.464, 0.227, 0.788);
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const vec3 LightColor_Candles = vec3(1.0, 0.4, 0.1);
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const vec3 LightColor_SeaPickle = vec3(0.283, 0.394, 0.212);
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uint BuildLpvMask(const in uint north, const in uint east, const in uint south, const in uint west, const in uint up, const in uint down) {
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return east | (west << 1) | (down << 2) | (up << 3) | (south << 4) | (north << 5);
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}
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#endif
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void main() {
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#ifdef IS_LPV_ENABLED
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uint blockId = uint(gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * 32);
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//if (blockId >= 1280) return;
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vec3 lightColor = vec3(0.0);
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float lightRange = 0.0;
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float mixWeight = 0.0;
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uint mixMask = 0xFFFF;
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vec3 tintColor = vec3(1.0);
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switch (blockId) {
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case BLOCK_WATER:
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mixWeight = 0.8;
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break;
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case BLOCK_BAMBOO:
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mixWeight = 0.8;
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break;
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case BLOCK_GRASS_SHORT:
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case BLOCK_GRASS_TALL_UPPER:
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case BLOCK_GRASS_TALL_LOWER:
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mixWeight = 0.85;
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break;
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case BLOCK_GROUND_WAVING:
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case BLOCK_GROUND_WAVING_VERTICAL:
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case BLOCK_AIR_WAVING:
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mixWeight = 0.9;
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break;
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case BLOCK_SAPLING:
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mixWeight = 0.9;
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break;
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// lightsources
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case BLOCK_AMETHYST_BUD_LARGE:
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lightColor = LightColor_Amethyst;
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lightRange = 4.0;
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mixWeight = 0.6;
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break;
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case BLOCK_AMETHYST_BUD_MEDIUM:
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lightColor = LightColor_Amethyst;
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lightRange = 2.0;
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mixWeight = 0.8;
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break;
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case BLOCK_AMETHYST_CLUSTER:
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lightColor = LightColor_Amethyst;
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lightRange = 5.0;
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mixWeight = 0.4;
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break;
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case BLOCK_BEACON:
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_BREWING_STAND:
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lightColor = vec3(0.636, 0.509, 0.179);
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lightRange = 1.0;
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mixWeight = 0.8;
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break;
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case BLOCK_CANDLES_LIT_1:
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lightColor = LightColor_Candles;
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lightRange = 3.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_2:
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lightColor = LightColor_Candles;
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lightRange = 6.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_3:
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lightColor = LightColor_Candles;
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lightRange = 9.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CANDLES_LIT_4:
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lightColor = LightColor_Candles;
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lightRange = 12.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CAVE_VINE_BERRIES:
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lightColor = vec3(0.651, 0.369, 0.157);
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lightRange = 14.0;
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mixWeight = 1.0;
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break;
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case BLOCK_CONDUIT:
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_CRYING_OBSIDIAN:
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lightColor = vec3(0.390, 0.065, 0.646);
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lightRange = 10.0;
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break;
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case BLOCK_END_GATEWAY:
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lightColor = vec3(1.0);
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lightRange = 15.0;
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break;
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case BLOCK_END_ROD:
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lightColor = vec3(0.957, 0.929, 0.875);
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lightRange = 14.0;
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break;
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case BLOCK_FIRE:
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lightColor = vec3(0.864, 0.598, 0.348);
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_FROGLIGHT_OCHRE:
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lightColor = vec3(0.768, 0.648, 0.108);
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lightRange = 15.0;
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break;
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case BLOCK_FROGLIGHT_PEARLESCENT:
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lightColor = vec3(0.737, 0.435, 0.658);
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lightRange = 15.0;
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break;
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case BLOCK_FROGLIGHT_VERDANT:
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lightColor = vec3(0.463, 0.763, 0.409);
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lightRange = 15.0;
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break;
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case BLOCK_GLOW_LICHEN:
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lightColor = vec3(0.092, 0.217, 0.126);
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lightRange = 7.0;
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break;
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case BLOCK_GLOWSTONE:
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lightColor = vec3(0.747, 0.594, 0.326);
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lightRange = 15.0;
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break;
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case BLOCK_JACK_O_LANTERN:
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lightColor = vec3(0.864, 0.598, 0.348);
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lightRange = 15.0;
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break;
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case BLOCK_LANTERN:
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lightColor = vec3(0.839, 0.541, 0.2);
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lightRange = 15.0;
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mixWeight = 0.8;
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break;
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case BLOCK_LAVA:
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lightColor = vec3(0.659, 0.302, 0.106);
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lightRange = 15.0;
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break;
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case BLOCK_MAGMA:
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lightColor = vec3(0.747, 0.323, 0.110);
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lightRange = 3.0;
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break;
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case BLOCK_REDSTONE_LAMP_LIT:
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lightColor = vec3(0.953, 0.796, 0.496);
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lightRange = 15.0;
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break;
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case BLOCK_REDSTONE_TORCH_LIT:
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lightColor = vec3(0.939, 0.305, 0.164);
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lightRange = 7.0;
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break;
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case BLOCK_RESPAWN_ANCHOR_4:
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lightColor = vec3(1.0, 0.2, 1.0);
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lightRange = 15.0;
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break;
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case BLOCK_SCULK_SENSOR_ACTIVE:
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lightColor = vec3(0.1, 0.4, 1.0);
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lightRange = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_1:
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lightColor = LightColor_SeaPickle;
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lightRange = 6.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_2:
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lightColor = LightColor_SeaPickle;
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lightRange = 9.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_3:
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lightColor = LightColor_SeaPickle;
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lightRange = 12.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_PICKLE_WET_4:
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lightColor = LightColor_SeaPickle;
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lightRange = 15.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SEA_LANTERN:
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lightColor = vec3(0.553, 0.748, 0.859);
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lightRange = 15.0;
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break;
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case BLOCK_SHROOMLIGHT:
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lightColor = vec3(0.848, 0.469, 0.205);
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lightRange = 15.0;
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break;
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case BLOCK_SMOKER_LIT:
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lightColor = vec3(0.8, 0.7, 0.1);
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lightRange = 13.0;
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break;
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case BLOCK_SOUL_FIRE:
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SOUL_LANTERN:
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case BLOCK_SOUL_TORCH:
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lightColor = vec3(0.1, 0.6, 1.0);
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lightRange = 10.0;
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mixWeight = 0.8;
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break;
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case BLOCK_TORCH:
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lightColor = vec3(1.0, 0.6, 0.1);
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lightRange = 14.0;
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mixWeight = 0.8;
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break;
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// reflective translucents / glass
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case BLOCK_HONEY:
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tintColor = vec3(0.984, 0.733, 0.251);
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mixWeight = 1.0;
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break;
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case BLOCK_NETHER_PORTAL:
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lightColor = vec3(0.502, 0.165, 0.831);
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tintColor = vec3(0.502, 0.165, 0.831);
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lightRange = 11.0;
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mixWeight = 1.0;
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break;
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case BLOCK_SLIME:
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tintColor = vec3(0.408, 0.725, 0.329);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_BLACK:
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tintColor = vec3(0.3);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_BLUE:
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tintColor = vec3(0.1, 0.1, 0.98);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_BROWN:
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tintColor = vec3(0.566, 0.388, 0.148);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_CYAN:
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tintColor = vec3(0.082, 0.533, 0.763);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_GRAY:
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tintColor = vec3(0.4, 0.4, 0.4);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_GREEN:
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tintColor = vec3(0.125, 0.808, 0.081);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_LIGHT_BLUE:
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tintColor = vec3(0.320, 0.685, 0.955);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_LIGHT_GRAY:
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tintColor = vec3(0.7);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_LIME:
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tintColor = vec3(0.633, 0.924, 0.124);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_MAGENTA:
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tintColor = vec3(0.698, 0.298, 0.847);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_ORANGE:
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tintColor = vec3(0.919, 0.586, 0.185);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_PINK:
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tintColor = vec3(0.949, 0.274, 0.497);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_PURPLE:
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tintColor = vec3(0.578, 0.170, 0.904);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_RED:
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tintColor = vec3(0.999, 0.188, 0.188);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_WHITE:
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tintColor = vec3(0.96, 0.96, 0.96);
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mixWeight = 1.0;
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break;
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case BLOCK_GLASS_YELLOW:
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tintColor = vec3(0.965, 0.965, 0.123);
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mixWeight = 1.0;
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break;
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// LPV shapes
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case BLOCK_BUTTON:
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mixWeight = 0.9;
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break;
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case BLOCK_CARPET:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
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mixWeight = 0.9;
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break;
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case BLOCK_CHAIN:
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mixWeight = 1.0;
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break;
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case BLOCK_DOOR_N:
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mixMask = BuildLpvMask(0u, 1u, 1u, 1u, 1u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_E:
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mixMask = BuildLpvMask(1u, 0u, 1u, 1u, 1u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_S:
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mixMask = BuildLpvMask(1u, 1u, 0u, 1u, 1u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_DOOR_W:
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mixMask = BuildLpvMask(1u, 1u, 1u, 0u, 1u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_FENCE:
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case BLOCK_FENCE_GATE:
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mixWeight = 0.7;
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break;
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case BLOCK_FLOWER_POT:
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mixWeight = 0.7;
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break;
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case BLOCK_IRON_BARS:
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mixWeight = 0.6;
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break;
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case BLOCK_LADDER:
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mixWeight = 0.7;
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break;
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case BLOCK_LEVER:
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mixWeight = 0.8;
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break;
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case BLOCK_PRESSURE_PLATE:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
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mixWeight = 0.9;
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break;
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case BLOCK_SLAB_TOP:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 0u, 1u);
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mixWeight = 0.5;
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break;
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case BLOCK_SLAB_BOTTOM:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
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mixWeight = 0.5;
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break;
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case BLOCK_TRAPDOOR_BOTTOM:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 1u, 0u);
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_TOP:
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mixMask = BuildLpvMask(1u, 1u, 1u, 1u, 0u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_N:
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mixMask = BuildLpvMask(0u, 1u, 1u, 1u, 1u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_E:
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mixMask = BuildLpvMask(1u, 0u, 1u, 1u, 1u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_S:
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mixMask = BuildLpvMask(1u, 1u, 0u, 1u, 1u, 1u);
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mixWeight = 0.8;
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break;
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case BLOCK_TRAPDOOR_W:
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mixMask = BuildLpvMask(1u, 1u, 1u, 0u, 1u, 1u);
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mixWeight = 0.8;
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break;
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// Misc
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case BLOCK_SIGN:
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mixWeight = 0.9;
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break;
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}
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// hack to increase light (if set)
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if (lightRange > 0.0) lightRange += 1.0;
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LpvBlockData block;
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block.ColorRange = packUnorm4x8(vec4(lightColor, lightRange/255.0));
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block.MaskWeight = BuildBlockLpvData(mixMask, mixWeight);
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block.Tint = packUnorm4x8(vec4(tintColor, 0.0));
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LpvBlockMap[blockId] = block;
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#endif
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}
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