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fix false voxels with block entity
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@ -32,7 +32,7 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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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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if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
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if (blockEntityId > 0)
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if (blockEntityId > 0 && blockEntityId < 1000)
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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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