- light levels are roughtly implemented. the shader has to be
- adjusted so they actually have an impact on the resulting color
+ occlusion/neighbor light mixing is implemented, but still linear
+ this could be solved by using a pre-interpolated light texture and
+ mapping light levels to coordinates on that
+
+ also: how could block light affect entity lighting?
+ maybe get the interpolated light level at the entity's center and use
+ that as the light power for the directional lighting shader and use a
+ direction that's fixed relative to the camera?