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@@ -14,7 +14,8 @@ layout(binding = 0, std140) uniform SceneUniform {
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struct BlockModel {
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uint faceData[6];
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uint flagsA;
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uint _pad[9];
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uint colourTint;
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uint _pad[8];
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};
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struct SectionMeta {
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@@ -90,10 +90,16 @@ void main() {
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//Compute lighting
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colourTinting = getLighting(extractLightId(quad));
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//Apply model colour tinting
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colourTinting *= uint2vec4RGBA(model.colourTint).yzwx;
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//Apply face tint
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if (face == 0) {
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colourTinting.xyz *= vec3(0.75, 0.75, 0.75);
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} else if (face != 1) {
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colourTinting.xyz *= vec3((float(face-2)/4)*0.6 + 0.4);
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}
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}
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