remove #line 1
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@@ -1,4 +1,3 @@
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#line 1
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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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@@ -1,4 +1,3 @@
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#line 1
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#ifdef GL_ARB_gpu_shader_int64
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#define Quad uint64_t
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@@ -1,4 +1,3 @@
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#line 1
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uint extractDetail(SectionMeta section) {
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return section.posA>>28;
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}
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