just switch B and R and should be fine
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@@ -31,7 +31,7 @@ void main()
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// vertexColor = vec4(color.xyz * worldSkyLight / 16.0, color.w);
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float blockLightTex = blockLight / 16.0;
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float skyLightTex = worldSkyLight / 16.0;
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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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