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yet another voxel fix
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@ -11,13 +11,15 @@ void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) {
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}
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void PopulateShadowVoxel(const in vec3 playerPos) {
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uint voxelId = uint(mc_Entity.x + 0.5);
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uint voxelId = 0u;
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vec3 originPos = playerPos;
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if (
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renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
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renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
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) {
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voxelId = uint(mc_Entity.x + 0.5);
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#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
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if (voxelId == 0u && at_midBlock.w > 0) voxelId = uint(BLOCK_LIGHT_1 + at_midBlock.w - 1);
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#endif
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@ -31,11 +33,13 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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if (
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((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
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) {
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voxelId = uint(mc_Entity.x + 0.5);
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if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
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if (blockEntityId > 0 && blockEntityId < 500)
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voxelId = uint(blockEntityId);
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}
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else if (currentRenderedItemId > 0 && currentRenderedItemId < 1000) {
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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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}
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