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Fix the Emissive Rendering for Experimental Light Pipeline (#9651)
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@@ -38,7 +38,7 @@ public class FlatQuadLighter extends QuadLighter
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isFullCube = Block.isShapeFullBlock(state.getCollisionShape(level, pos));
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for (Direction side : SIDES)
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{
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packedLight[side.ordinal()] = getLightColor(level, pos.relative(side), state);
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packedLight[side.ordinal()] = LevelRenderer.getLightColor(level, state, pos.relative(side));
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}
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//Note: We can just use the LevelRenderer method as we know the state is the state at the given position
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packedLight[6] = LevelRenderer.getLightColor(level, state, pos);
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@@ -158,6 +158,7 @@ public abstract class QuadLighter
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* as it only uses the state for querying if the state has emissive rendering but instead looks up the state at the given position for checking the
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* light emission.
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*/
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@Deprecated(since = "1.20.1")
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protected static int getLightColor(BlockAndTintGetter level, BlockPos pos, BlockState state)
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{
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if (state.emissiveRendering(level, pos))
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@@ -50,7 +50,7 @@ public class SmoothQuadLighter extends QuadLighter
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pos.setWithOffset(origin, x - 1, y - 1, z - 1);
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BlockState neighborState = level.getBlockState(pos);
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t[x][y][z] = neighborState.getLightBlock(level, pos) < 15;
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int brightness = getLightColor(level, pos, state);
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int brightness = LevelRenderer.getLightColor(level, neighborState, pos);
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s[x][y][z] = LightTexture.sky(brightness);
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b[x][y][z] = LightTexture.block(brightness);
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ao[x][y][z] = neighborState.getShadeBrightness(level, pos);
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