fixed lightmap
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@@ -34,8 +34,8 @@ void main()
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float skyLightTex = blockSkyLight / 16.0;
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// we don't really need alpha in the lightmap
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// vertexColor = color * vec4(texture(lightMap, vec2(blockLightTex, skyLightTex)).xyz, 1);
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vertexColor = color * texture(lightMap, vec2(blockLightTex, skyLightTex));
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// vertexColor = color * vec4(texture(lightMap, vec2(skyLightTex, blockLightTex)).xyz, 1);
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vertexColor = color * texture(lightMap, vec2(skyLightTex, blockLightTex));
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