things
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@@ -9,7 +9,9 @@ struct BlockModel {
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//TODO: FIXME: this isnt actually correct cause depending on the face (i think) it could be 1/64 th of a position off
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// but im going to assume that since we are dealing with huge render distances, this shouldent matter that much
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float extractFaceIndentation(uint faceData) {
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return float((faceData>>16)&63u)/63.0;
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uint enc = (faceData>>16)&63u;
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enc += uint(enc==63u);//convert 63 to 64 cause of pain reasons
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return float(enc)/64.0;
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}
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vec4 extractFaceSizes(uint faceData) {
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