// chunk unavailable, so make it really dark and from
// some arbitrary direction
dir = glm::vec3(1.0f, 2.0f, 3.0f);
col = glm::vec3(0.025f); // ~0.8^15
return;
}
// chunk unavailable, so make it really dark and from
// some arbitrary direction
dir = glm::vec3(1.0f, 2.0f, 3.0f);
col = glm::vec3(0.025f); // ~0.8^15
return;
}