structures, also they're a little broken, they need to check for neighbouring YZones as well
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@ -110,7 +110,8 @@ void main() {
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faceId = min(faceId, 7u);
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vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
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vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
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vec3 Offset = vec3(0,0,0);
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vec3 worldPos = localPos + Offset + push_constants.ModelOffset.xyz * 16.0;
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vec4 worldPosVec4 = vec4(worldPos, 1.0);
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