Fix lighting
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@@ -103,16 +103,13 @@ layout(binding = MODEL_COLOUR_BUFFER_BINDING, std430) readonly restrict buffer M
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};
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#endif
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#ifdef LIGHTING_BUFFER_BINDING
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layout(binding = LIGHTING_BUFFER_BINDING, std430) readonly restrict buffer LightingBuffer {
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uint lightData[];
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};
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#ifdef LIGHTING_SAMPLER_BINDING
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layout(binding = LIGHTING_SAMPLER_BINDING) uniform sampler2D lightSampler;
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vec4 getLighting(uint index) {
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uvec4 arr = uvec4(lightData[index]);
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arr = arr>>uvec4(16,8,0,24);
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arr = arr & uvec4(0xFF);
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return vec4(arr)*vec4(1.0f/255.0f);
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int i2 = int(index);
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return texture(lightSampler, vec2((i2>>4)&0xF, i2&0xF)/16.0f);
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}
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#endif
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@@ -5,7 +5,7 @@
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#define SECTION_METADATA_BUFFER_BINDING 2
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#define MODEL_BUFFER_BINDING 3
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#define MODEL_COLOUR_BUFFER_BINDING 4
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#define LIGHTING_BUFFER_BINDING 5
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#define LIGHTING_SAMPLER_BINDING 1
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#import <voxy:lod/quad_format.glsl>
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