chunk meshes
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@@ -15,6 +15,8 @@ layout(std430, binding = 0) buffer FaceBuffer {
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uniform mat4 view;
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uniform mat4 projection;
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uniform int chunkX;
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uniform int chunkY;
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out vec2 fragUV;
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out float lighting;
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@@ -92,7 +94,7 @@ void main()
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uint texture = u1 & 0xFFu;
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uint lightLevel = (u1 >> 8) & 0xFFu;
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vec3 basePos = vec3(x, y, z);
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vec3 basePos = vec3(x + chunkX * 16, y, z + chunkY * 16);
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vec4 worldPos = vec4(basePos + offsets[facing][vertIndex], 1.0);
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float light = float(lightLevel) / 255.0; // use later for caves and stuff
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