diff --git a/src/main/resources/assets/voxy/shaders/lod/block_model.glsl b/src/main/resources/assets/voxy/shaders/lod/block_model.glsl index e6f4b11d..f2454303 100644 --- a/src/main/resources/assets/voxy/shaders/lod/block_model.glsl +++ b/src/main/resources/assets/voxy/shaders/lod/block_model.glsl @@ -1,4 +1,3 @@ -#line 1 //TODO: FIXME: this isnt actually correct cause depending on the face (i think) it could be 1/64 th of a position off // but im going to assume that since we are dealing with huge render distances, this shouldent matter that much float extractFaceIndentation(uint faceData) { diff --git a/src/main/resources/assets/voxy/shaders/lod/quad_format.glsl b/src/main/resources/assets/voxy/shaders/lod/quad_format.glsl index 62046852..207a16c1 100644 --- a/src/main/resources/assets/voxy/shaders/lod/quad_format.glsl +++ b/src/main/resources/assets/voxy/shaders/lod/quad_format.glsl @@ -1,4 +1,3 @@ -#line 1 #ifdef GL_ARB_gpu_shader_int64 #define Quad uint64_t diff --git a/src/main/resources/assets/voxy/shaders/lod/section.glsl b/src/main/resources/assets/voxy/shaders/lod/section.glsl index be63ee63..1eed3f6b 100644 --- a/src/main/resources/assets/voxy/shaders/lod/section.glsl +++ b/src/main/resources/assets/voxy/shaders/lod/section.glsl @@ -1,4 +1,3 @@ -#line 1 uint extractDetail(SectionMeta section) { return section.posA>>28; }