fixed shader bug for stone under dirt stuff on nvidia+mac
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@ -61,7 +61,7 @@ fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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texture_array,
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texture_sampler,
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in.texture_coordinates.xy,
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i32(in.texture_coordinates.z)
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i32(round(in.texture_coordinates.z))
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);
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let light_position = vec3<f32>(-100.0, 500.0, -200.0);
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