// How far light propagates (block, sky) const vec2 LpvBlockSkyRange = vec2(15.0, 24.0); const uint LpvSize = uint(exp2(LPV_SIZE)); const uvec3 LpvSize3 = uvec3(LpvSize); vec3 GetLpvPosition(const in vec3 playerPos) { vec3 cameraOffset = fract(cameraPosition); return playerPos + cameraOffset + LpvSize3/2u; }