diff --git a/shaders/gbuffers_all_translucent.fsh b/shaders/gbuffers_all_translucent.fsh index 31a7bca..7211c1a 100644 --- a/shaders/gbuffers_all_translucent.fsh +++ b/shaders/gbuffers_all_translucent.fsh @@ -53,6 +53,7 @@ uniform int framemod8; uniform sampler2D specular; uniform int frameCounter; uniform int isEyeInWater; +uniform ivec2 eyeBrightness; flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon) @@ -410,7 +411,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize vec2 lightmaps2 = lmtexcoord.zw; - float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0); + float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmaps2.y,0.0,1.0); vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lightmaps2, skylight); vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80.0, Shadows, NdotL, 0.0);