Attempted improvements for outline performance
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@@ -11,7 +11,9 @@ layout(binding = 1, std430) restrict readonly buffer ChunkPosBuffer {
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};
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void main() {
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ivec3 origin = ivec3(chunkPos[gl_InstanceID], 0).xzy;
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uint id = gl_InstanceID+gl_BaseInstance+(gl_VertexID>>3);
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ivec3 origin = ivec3(chunkPos[id], 0).xzy;
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origin -= section.xyz;
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ivec3 cubeCornerI = ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1);
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