One of the final stages of creating the internal lightmap texture for both block and skylight is mixing the colour with 4% of 75% grey, to brighten the blacks as to not leave the player in total darkness.
However, this affects the whites of the lightmap, dimming them from 255 to around 252-253 (and possibly even dimmer since it seems to be done twice??).
A minor issue, but an especially annoying one once you notice it (especially on torches and glowstone).
A fix that will leave the blacks at about the same level as they would with mixing with the grey would be to do
1.0 - (1.0 - out_colour) * 0.97
Instead of the current
mix(out_colour, vec3(.75), 0.04)
as the colour gets clamped between 0.0-1.0 anyway.
Comments


Relates to MC-123703?

Can we be certain this isn't an outright duplicate of it?
Thank you for your report!
We're tracking this issue in MC-123703, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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