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floodfill legacy blockId fixes
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@ -442,7 +442,7 @@ void main() {
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Albedo.rgb = mix(Albedo.rgb, aerochrome_color, 0.3);
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}
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#endif
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else if(blockID == 8 || blockID == 10002)
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else if(blockID == 8 || (blockID >= 1200 && blockID < 1300))
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{
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// IR Absorbsive? Dark.
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Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
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@ -267,7 +267,7 @@ void main() {
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// if(NameTags > 0) EMISSIVE = 0.9;
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// normal block lightsources
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if(mc_Entity.x == 10005) EMISSIVE = 0.5;
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if(mc_Entity.x >= 1000 && mc_Entity.x < 1200) EMISSIVE = 0.5;
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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@ -104,7 +104,7 @@ void main() {
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gl_Position.z -= 1e-4;
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}
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if (mc_Entity.x == 10002) mat = 0.2;
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if (mc_Entity.x >= 1200 && mc_Entity.x < 1300) mat = 0.2;
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if (mc_Entity.x == 72) mat = 0.5;
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#if defined ENTITIES || defined BLOCKENTITIES
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@ -226,7 +226,7 @@ void main() {
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if (blockId == 8u) gl_Position.w = -1.0;
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// color.a = 1.0;
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// if(blockId != 10002) color.a = 0.0;
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// if((blockID < 1200 || blockID >= 1300)) color.a = 0.0;
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// materials = 0.0;
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