Maybe fixed the light again?
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@@ -29,12 +29,9 @@ void main()
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vertexWorldPos = vPosition.xyz + modelOffset;
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vertexYPos = vPosition.y + worldYOffset;
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float delta = 0.5/16.0;
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float light = (vPosition.a) / 16.0;
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float partLight = modf(light, light);
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light = light / 16.0;
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vertexColor = color * texture(lightMap, vec2(light+delta, partLight+delta));
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float light2 = (mod(vPosition.a, 16)+0.5) / 16.0;
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float light = (floor(vPosition.a/16)+0.5) / 16.0;
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vertexColor = color * vec4(texture(lightMap, vec2(light, light2)).xyz, 1.0);
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gl_Position = combinedMatrix * vec4(vertexWorldPos, 1.0);
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}
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