fix directional culling
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@@ -378,10 +378,12 @@ public class LodRenderer
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{
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for (int z = 0; z < vbos.length; z++)
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{
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//int tempX = LodUtil.convertLevelPos(x + vbosCenterX - (lodDim.getWidth() / 2), LodUtil.REGION_DETAIL_LEVEL , LodUtil.BLOCK_DETAIL_LEVEL);
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//int tempY = LodUtil.convertLevelPos(z + vbosCenterZ - (lodDim.getWidth() / 2), LodUtil.REGION_DETAIL_LEVEL, LodUtil.BLOCK_DETAIL_LEVEL);
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if (cullingDisabled || RenderUtil.isRegionInViewFrustum(MC_RENDER.getCameraBlockPosition(),
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MC_RENDER.getLookAtVector(),
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LodUtil.convertLevelPos(x + vbosCenterX - (lodDim.getWidth() / 2), LodUtil.REGION_DETAIL_LEVEL , LodUtil.BLOCK_DETAIL_LEVEL),
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LodUtil.convertLevelPos(z + vbosCenterZ - (lodDim.getWidth() / 2), LodUtil.REGION_DETAIL_LEVEL, LodUtil.BLOCK_DETAIL_LEVEL)))
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vbosCenterX,
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vbosCenterZ))
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{
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// fog may be different from region to region
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applyFog(shaderProgram,
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