fixed & improved Round Log shading
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@@ -18,7 +18,8 @@ fun Model.columnSide(radius: Double, yBottom: Double, yTop: Double, transform: (
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listOf(
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verticalRectangle(x1 = 0.0, z1 = 0.5, x2 = 0.5 - radius, z2 = 0.5, yBottom = yBottom, yTop = yTop)
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.clampUV(minU = 0.0, maxU = 0.5 - radius)
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.setAoShader(faceOrientedInterpolate(overrideFace = SOUTH)),
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.setAoShader(faceOrientedInterpolate(overrideFace = SOUTH))
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 1 || vi == 2}),
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verticalRectangle(x1 = 0.5 - radius, z1 = 0.5, x2 = 0.5 - halfRadius, z2 = 0.5 - halfRadius, yBottom = yBottom, yTop = yTop)
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.clampUV(minU = 0.5 - radius)
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@@ -44,6 +45,7 @@ fun Model.columnSide(radius: Double, yBottom: Double, yTop: Double, transform: (
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verticalRectangle(x1 = 0.5, z1 = 0.5 - radius, x2 = 0.5, z2 = 0.0, yBottom = yBottom, yTop = yTop)
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.clampUV(minU = radius - 0.5, maxU = 0.0)
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.setAoShader(faceOrientedInterpolate(overrideFace = EAST))
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 0 || vi == 3})
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).forEach { transform(it.setFlatShader(FaceFlat(EAST))).add() }
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quads.exchange(1, 2)
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@@ -64,7 +66,7 @@ fun Model.columnSideSquare(yBottom: Double, yTop: Double, transform: (Quad) -> Q
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verticalRectangle(x1 = 0.5, z1 = 0.5, x2 = 0.5, z2 = 0.0, yBottom = yBottom, yTop = yTop)
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.clampUV(maxU = 0.0)
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.setAoShader(faceOrientedInterpolate(overrideFace = EAST))
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 1 || vi == 2})
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.setAoShader(faceOrientedAuto(corner = cornerAo(Axis.Y)), predicate = { v, vi -> vi == 0 || vi == 3})
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).forEach {
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transform(it.setFlatShader(faceOrientedAuto(corner = cornerFlat))).add()
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}
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