diff --git a/Shaders/ws30-ALS-landclass-search-functions.frag b/Shaders/ws30-ALS-landclass-search-functions.frag index af480b089..4fb579074 100644 --- a/Shaders/ws30-ALS-landclass-search-functions.frag +++ b/Shaders/ws30-ALS-landclass-search-functions.frag @@ -370,7 +370,7 @@ int read_landclass_id(in vec2 tile_coord) vec2 dy = dFdy(tile_coord.st); int lc; - if (landclass_source == 0) lc = (int(texture2D(landclass, tile_coord.st).r * 255.0 + 0.5)); + if (landclass_source == 0) lc = (int(texture2D(landclass, tile_coord.st).g * 255.0 + 0.5)); else lc = (get_random_landclass(tile_coord.st, tile_size)); return lc; } diff --git a/Shaders/ws30-q1.frag b/Shaders/ws30-q1.frag index 987886d0e..550adb5de 100644 --- a/Shaders/ws30-q1.frag +++ b/Shaders/ws30-q1.frag @@ -58,7 +58,7 @@ void main() } else { // The Landclass for this particular fragment. This can be used to // index into the atlas textures. - int lc = int(texture2D(landclass, gl_TexCoord[0].st).r * 255.0 + 0.5); + int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5); uint tex1 = uint(fg_textureLookup1[lc].r * 255.0 + 0.5); // Color Mode is always AMBIENT_AND_DIFFUSE, which means diff --git a/Shaders/ws30.frag b/Shaders/ws30.frag index 006b94383..782ed36bf 100644 --- a/Shaders/ws30.frag +++ b/Shaders/ws30.frag @@ -57,7 +57,7 @@ void main() } else { // The Landclass for this particular fragment. This can be used to // index into the atlas textures. - int lc = int(texture2D(landclass, gl_TexCoord[0].st).r * 255.0 + 0.5); + int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5); // Color Mode is always AMBIENT_AND_DIFFUSE, which means // using a base colour of white for ambient/diffuse,