revert lighting
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@@ -98,7 +98,7 @@ layout(binding = LIGHTING_SAMPLER_BINDING) uniform sampler2D lightSampler;
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vec4 getLighting(uint index) {
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int i2 = int(index);
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return texture(lightSampler, clamp((vec2((i2>>4)&0xF, i2&0xF))/15, vec2(8.0f/256), vec2(248.0f/256)));
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return texture(lightSampler, clamp((vec2((i2>>4)&0xF, i2&0xF))/16, vec2(8.0f/256), vec2(248.0f/256)));
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}
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#endif
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