Lamps render fix
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@ -139,7 +139,7 @@ inline vec4 do_tint(float value) {
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void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRegion(&texfaces)[6], ubyte group) {
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vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) };
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if (isOpen(x, y, z + 1, group)) {
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face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(0.9f));
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face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(1.0));
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}
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if (isOpen(x, y, z - 1, group)) {
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face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f));
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@ -332,7 +332,7 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.model) {
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case BlockModel::block:
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if (*((light_t*)&def.emission)) {
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if (*((uint32_t*)&def.emission)) {
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blockCube(x, y, z, vec3(1, 1, 1), texfaces, def.drawGroup);
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}
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else {
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@ -20,7 +20,7 @@ public:
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unsigned int id;
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// 0 1 2 3 4 5
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std::string textureFaces[6]; // -x,x, -y,y, -z,z
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unsigned char emission[3];
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unsigned char emission[4];
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unsigned char drawGroup = 0;
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BlockModel model = BlockModel::block;
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bool lightPassing = false;
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