optimized
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@@ -21,6 +21,7 @@ void main()
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float fogFactor = (fogEndSq - distSq) * fogRangeInv;
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float fogFactor = (fogEndSq - distSq) * fogRangeInv;
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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fogFactor = 1;
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// Texture and lighting
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// Texture and lighting
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vec4 texColor = texture(uTexture, fragUV);
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vec4 texColor = texture(uTexture, fragUV);
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2
World.cs
2
World.cs
@@ -9,7 +9,7 @@ namespace Voxel
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private Dictionary<(int, int), Chunk> _chunks;
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private Dictionary<(int, int), Chunk> _chunks;
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private (int x, int z) _lastCenter = (0, 0);
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private (int x, int z) _lastCenter = (0, 0);
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private int _loadDistance = 4;
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private int _loadDistance = 32;
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bool chunkLoadingInitialized = false;
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bool chunkLoadingInitialized = false;
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private static readonly Dictionary<Orientation, (int x, int y)> _neighborOffsets = new()
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private static readonly Dictionary<Orientation, (int x, int y)> _neighborOffsets = new()
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