void ApplyDirectionalLightmap(inout float blockLight, const in vec3 texViewNormal) {
    // vec3 lightPos = vec3(viewPos, blockLight);
    // //vec3 lmDXY = vec3(dFdx(blockLight), dFdy(blockLight), 0.0);

    // vec3 light_tangent = normalize(dFdx(lightPos));
    // vec3 light_binormal = normalize(dFdy(lightPos));

    // if (all(lessThan(abs(light_tangent) + abs(light_binormal), vec3(EPSILON)))) {
    //     //blockLight = blockLight*blockLight;
    //     return;
    // }

    // vec3 light_normal = cross(light_tangent, light_binormal);
    // //mat3 matLMTBN = mat3(tangent, binormal, normal);

    // //vec3 lmDir = lmDXY * matLMTBN;
    // float lmDot = max(dot(texViewNormal, light_normal), 0.0);

    // //float light = blockLight * lmDot;
    // float strength = DIRECTIONAL_LIGHTMAP_STRENGTH * 0.01;
    // blockLight *= mix(1.0, lmDot, strength);
}
