material.setFloat3("colorOffset", meshComp.color.rf(), meshComp.color.gf(), meshComp.color.bf(), true);
material.setFloat("sunlight", worldRenderer.getSunlightValueAt(worldPos), true);
material.setFloat("blockLight", worldRenderer.getBlockLightValueAt(worldPos), true);
lastMesh.doRender();
}
}
if (lastMesh != null) {
lastMesh.postRender();
}