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@@ -450,41 +450,3 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
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size = buffer.size();
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return &buffer[0];
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}
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// float lr0 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float lr1 = (LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lr2 = (LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lr3 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float lr4 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float lr5 = (LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lr6 = (LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lr7 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float lg0 = (LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y-1,z,1)) / 75.0f;
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// float lg1 = (LIGHT(x+1,y+1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y+1,z,1)) / 75.0f;
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// float lg2 = (LIGHT(x+1,y+1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y+1,z,1)) / 75.0f;
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// float lg3 = (LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y-1,z,1)) / 75.0f;
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// float lg4 = (LIGHT(x+1,y-1,z-1,0) + lg*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float lg5 = (LIGHT(x+1,y+1,z-1,0) + lg*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lg6 = (LIGHT(x+1,y+1,z+1,0) + lg*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lg7 = (LIGHT(x+1,y-1,z+1,0) + lg*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float lb0 = (LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y-1,z,2)) / 75.0f;
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// float lb1 = (LIGHT(x+1,y+1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y+1,z,2)) / 75.0f;
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// float lb2 = (LIGHT(x+1,y+1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y+1,z,2)) / 75.0f;
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// float lb3 = (LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y-1,z,2)) / 75.0f;
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// float lb4 = (LIGHT(x+1,y-1,z-1,0) + lb*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float lb5 = (LIGHT(x+1,y+1,z-1,0) + lb*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lb6 = (LIGHT(x+1,y+1,z+1,0) + lb*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float lb7 = (LIGHT(x+1,y-1,z+1,0) + lb*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float ls0 = (LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x+1,y,z-1,3) + LIGHT(x+1,y-1,z,3)) / 75.0f;
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// float ls1 = (LIGHT(x+1,y+1,z-1,3) + ls*30 + LIGHT(x+1,y,z-1,3) + LIGHT(x+1,y+1,z,3)) / 75.0f;
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// float ls2 = (LIGHT(x+1,y+1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y+1,z,3)) / 75.0f;
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// float ls3 = (LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y-1,z,3)) / 75.0f;
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// float ls4 = (LIGHT(x+1,y-1,z-1,0) + ls*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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// float ls5 = (LIGHT(x+1,y+1,z-1,0) + ls*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float ls6 = (LIGHT(x+1,y+1,z+1,0) + ls*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f;
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// float ls7 = (LIGHT(x+1,y-1,z+1,0) + ls*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f;
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