struct FlwLightAo { vec2 light; float ao; }; /// Get the light at the given world position. /// This may be interpolated for smooth lighting. bool flw_light(vec3 worldPos, vec3 normal, out FlwLightAo light); /// Fetches the light value at the given block position. /// Returns false if the light for the given block is not available. bool flw_lightFetch(ivec3 blockPos, out vec2 light);