+ int num = 1;
+ int occlusion = 0;
+
+ BlockLookup next[2] = {
+ direct.Next(edge[0]),
+ direct.Next(edge[1]),
+ };
+
+ if (next[0]) {
+ if (next[0].GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += next[0].GetLight();
+ ++num;
+ }
+ }
+ if (next[1]) {
+ if (next[1].GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += next[1].GetLight();
+ ++num;
+ }
+ }
+ if (occlusion < 2) {
+ if (next[0]) {
+ BlockLookup corner = next[0].Next(edge[1]);
+ if (corner) {
+ if (corner.GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += corner.GetLight();
+ ++num;
+ }
+ }
+ } else if (next[1]) {
+ BlockLookup corner = next[1].Next(edge[0]);
+ if (corner) {
+ if (corner.GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += corner.GetLight();
+ ++num;
+ }
+ }
+ }
+ } else {
+ ++occlusion;
+ }
+
+ return (light / num) - (occlusion * 0.8f);