Grass rendering behing water fix
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@@ -317,12 +317,12 @@ vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, const ivec3& right, cons
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void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
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int end = chunk->top * (CHUNK_W * CHUNK_D);
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for (ubyte group = 0; group < 8; group++) {
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for (const auto drawGroup : *content->drawGroups) {
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for (int i = begin; i < end; i++) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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const Block& def = *blockDefsCache[id];
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if (!id || def.drawGroup != group)
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if (!id || def.drawGroup != drawGroup)
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continue;
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const UVRegion texfaces[6]{ cache->getRegion(id, 0), cache->getRegion(id, 1),
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cache->getRegion(id, 2), cache->getRegion(id, 3),
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