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					@ -196,7 +196,7 @@ extern "C" { | 
				
			
			
		
	
		
			
				
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					//
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					// CONFIGURATION MACROS
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					//
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					//  #define STBVOX_CONFIG_MODE <integer>
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					//  #define STBVOX_CONFIG_MODE <integer>           // REQUIRED
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					//     Configures the overall behavior of stb_voxel_render. This
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					//     can affect the shaders, the uniform info, and other things.
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					//     (If you need more than one mode in the same app, you can
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					@ -210,15 +210,14 @@ extern "C" { | 
				
			
			
		
	
		
			
				
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					//            21               Untextured blocks, 20-byte quads
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					//
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					//
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					//  #define STBVOX_CONFIG_PRECISION_Z  <integer>
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					//  #define STBVOX_CONFIG_PRECISION_Z  <integer>   // OPTIONAL
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					//     Defines the number of bits of fractional position for Z.
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					//     Only 0 or 1 are valid. If 0, then a single mesh has
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					//     twice the legal Z range; e.g. in modes 0,1,20,21,
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					//     Z in the mesh can extend to 511 instead of 255.
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					//     However, half-height blocks cannot be used.
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					//     Only 0 or 1 are valid. 1 is the default. If 0, then a
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					//     single mesh has twice the legal Z range; e.g. in
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					//     modes 0,1,20,21, Z in the mesh can extend to 511 instead
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					//     of 255. However, half-height blocks cannot be used.
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					//
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					//
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					// All of the following just #ifdef tested so need no values.
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					// All of the following just #ifdef tested so need no values, and are optional.
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					//
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					//    STBVOX_CONFIG_BLOCKTYPE_SHORT
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					//        use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values
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					@ -241,11 +240,11 @@ extern "C" { | 
				
			
			
		
	
		
			
				
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					//        Declares a lighting function hook; you must append a lighting function
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					//        to the shader before compiling it:
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					//            vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient);
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					//        'ambient' is the half-lambert ambient light with vertex ao applied
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					//        'ambient' is the half-lambert ambient light with vertex ambient-occlusion applied
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					//
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					//    STBVOX_CONFIG_FOG_SMOOTHSTEP
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					//        Defines a simple unrealistic fog system designed to maximize
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					//        unobscured view distance while not looking to weird when things
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					//        unobscured view distance while not looking too weird when things
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					//        emerge from the fog. Configured using an extra array element
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					//        in the STBVOX_UNIFORM_ambient uniform.
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					//
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