Remove SheetType.DualIndexed from voxel rendering.
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@@ -15,7 +15,8 @@ void main()
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if (color.a < 0.01)
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discard;
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vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, vNormalsMask), PaletteRows.y)) - 1.0);
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vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
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vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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gl_FragColor = vec4(intensity * color.rgb, color.a);
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}
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