Use cache index to place shader table values
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@ -211,7 +211,7 @@ impl BrickmapManager {
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self.update_brickgrid_element(context, chunk_idx, brickgrid_element);
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// Update the shading table
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let shading_idx = chunk_idx * 512;
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let shading_idx = self.brickmap_cache_idx * 512;
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self.shading_table.splice(
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shading_idx..(shading_idx + albedo_data.len()),
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albedo_data.clone(),
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