fix render offset
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@@ -25,52 +25,52 @@ const float lightMult[6] = float[6](0.6, 0.6, 1.0, 0.5, 0.8, 0.8);
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const vec3 offsets[6][6] = vec3[6][6](
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vec3[6]( // +X
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vec3(0.5, -0.5, -0.5),
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vec3(0.5, 0.5, 0.5),
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vec3(0.5, -0.5, 0.5),
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vec3(0.5, 0.5, 0.5),
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vec3(0.5, -0.5, -0.5),
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vec3(0.5, 0.5, -0.5)
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vec3(1, 0, 0),
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vec3(1, 1, 1),
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vec3(1, 0, 1),
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vec3(1, 1, 1),
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vec3(1, 0, 0),
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vec3(1, 1, 0)
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),
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vec3[6]( // -X
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vec3(-0.5, -0.5, 0.5),
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vec3(-0.5, 0.5, -0.5),
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vec3(-0.5, -0.5, -0.5),
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vec3(-0.5, 0.5, -0.5),
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vec3(-0.5, -0.5, 0.5),
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vec3(-0.5, 0.5, 0.5)
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vec3(0, 0, 1),
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vec3(0, 1, 0),
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vec3(0, 0, 0),
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vec3(0, 1, 0),
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vec3(0, 0, 1),
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vec3(0, 1, 1)
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),
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vec3[6]( // +Y
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vec3(-0.5, 0.5, -0.5),
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vec3( 0.5, 0.5, 0.5),
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vec3( 0.5, 0.5, -0.5),
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vec3( 0.5, 0.5, 0.5),
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vec3(-0.5, 0.5, -0.5),
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vec3(-0.5, 0.5, 0.5)
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vec3(0, 1, 0),
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vec3(1, 1, 1),
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vec3(1, 1, 0),
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vec3(1, 1, 1),
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vec3(0, 1, 0),
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vec3(0, 1, 1)
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),
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vec3[6](
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vec3(-0.5, -0.5, 0.5),
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vec3( 0.5, -0.5, -0.5),
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vec3( 0.5, -0.5, 0.5),
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vec3( 0.5, -0.5, -0.5),
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vec3(-0.5, -0.5, 0.5),
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vec3(-0.5, -0.5, -0.5)
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vec3[6]( // -Y
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vec3(0, 0, 1),
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vec3(1, 0, 0),
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vec3(1, 0, 1),
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vec3(1, 0, 0),
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vec3(0, 0, 1),
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vec3(0, 0, 0)
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),
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vec3[6]( // +Z
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vec3( 0.5, -0.5, 0.5),
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vec3(-0.5, 0.5, 0.5),
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vec3(-0.5, -0.5, 0.5),
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vec3(-0.5, 0.5, 0.5),
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vec3( 0.5, -0.5, 0.5),
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vec3( 0.5, 0.5, 0.5)
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vec3(1, 0, 1),
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vec3(0, 1, 1),
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vec3(0, 0, 1),
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vec3(0, 1, 1),
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vec3(1, 0, 1),
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vec3(1, 1, 1)
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),
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vec3[6]( // -Z
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vec3(-0.5, -0.5, -0.5),
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vec3( 0.5, 0.5, -0.5),
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vec3( 0.5, -0.5, -0.5),
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vec3( 0.5, 0.5, -0.5),
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vec3(-0.5, -0.5, -0.5),
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vec3(-0.5, 0.5, -0.5)
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vec3(0, 0, 0),
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vec3(1, 1, 0),
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vec3(1, 0, 0),
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vec3(1, 1, 0),
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vec3(0, 0, 0),
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vec3(0, 1, 0)
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)
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);
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