fixed blocklight
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@@ -279,7 +279,7 @@ public class LodRenderer
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int blockSkyLightAttrib = shaderProgram.getAttributeLocation("blockSkyLight");
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// TODO the block sky light is being passed in correctly but the data
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// we were given appears to be incorrect, so we won't use it for now
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//shaderProgram.enableVertexAttribute(blockSkyLightAttrib);
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shaderProgram.enableVertexAttribute(blockSkyLightAttrib);
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int blockLightAttrib = shaderProgram.getAttributeLocation("blockLight");
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shaderProgram.enableVertexAttribute(blockLightAttrib);
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@@ -417,7 +417,7 @@ public class LodRenderer
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GL20.glDisableVertexAttribArray(posAttrib);
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GL20.glDisableVertexAttribArray(colAttrib);
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// GL20.glDisableVertexAttribArray(blockSkyLightAttrib);
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GL20.glDisableVertexAttribArray(blockSkyLightAttrib);
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GL20.glDisableVertexAttribArray(blockLightAttrib);
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}
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@@ -477,9 +477,9 @@ public class LodRenderer
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GL20.glEnableVertexAttribArray(colAttrib);
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GL20.glVertexAttribPointer(colAttrib, 4, GL15.GL_UNSIGNED_BYTE, true, vertexByteCount, Float.BYTES * 3);
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GL20.glEnableVertexAttribArray(blockLightAttrib);
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GL20.glVertexAttribPointer(blockLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * (3 + 1));
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// GL20.glEnableVertexAttribArray(blockSkyLightAttrib);
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// GL20.glVertexAttribPointer(blockSkyLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * (3 + 1 + 1));
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GL20.glVertexAttribPointer(blockLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * 3 + 4);
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GL20.glEnableVertexAttribArray(blockSkyLightAttrib);
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GL20.glVertexAttribPointer(blockSkyLightAttrib, 1, GL15.GL_UNSIGNED_BYTE, false, vertexByteCount, Float.BYTES * 3 + 5);
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// draw the LODs
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