- 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?
+
+ there's a bug where a chunk's model is not updated if its neighbor
+ changes border light levels
+ I kinda mitigated it a little for direct neighbors during linking, but
+ it still can happen in (hopefully) rare corner cases
+
+ propagation through semi-filled blocks is wonky. I worked around it by
+ having the light propagate into solid blocks, but feels like this
+ could cause some weird behaviours