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Jul 14th, 2019
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  1.     for(uint i=0;i<MAX_LIGHT_TEXTURES;i++) {
  2.         if (i>=light_count) {
  3.             break;
  4.         }
  5.         uint light_base;
  6.         if (i<8) {
  7.             if (i<4) {
  8.                 light_base=draw_data.lights[0];
  9.             } else {
  10.                 light_base=draw_data.lights[1];
  11.             }
  12.         } else {
  13.             if (i<12) {
  14.                 light_base=draw_data.lights[2];
  15.             } else {
  16.                 light_base=draw_data.lights[3];
  17.             }
  18.         }
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