[1.19.3/Vibrant 1.50] Warden animated emissive textures glitched blue
With Sildur's Vibrant Shaders the warden's animated textures for some reason have a indigo/bluish tint. Playing with the various settings made no difference. The issue was present both in Lite and Extreme, and probably the others too.
The source of the issue appears to be the line "vec3 emissiveLightC = vec3(0.5, 0.0, 1.0); //purple eyes" in the file "gbuffers_spidereyes.vsh". The colors returned to normal when I commented it out and uncommented the commented out line previous: "//vec3 emissiveLightC = vec3(emissive_R,emissive_G,emissive_B)*torch_lightmap;".
Interestingly, making this change also causes mob emissive textures to return to the brightness level of regular Minecraft. The brightness was actually a bit intensified with the purple eyes setting. Commenting out the "*torch_lightmap" bit causes the brightness to return to the intensified state. Maybe in a future version you could add a setting that allows people to control how bright mob emissive textures are?
Tested using OptiFine 1.19.3 preview 5.
Bugged Warden.

Warden after I commented out the "//purple eyes" line and uncommented the other line, but commented out the "*torch_lightmap" section. Note how much more intense the emissive texture is compared to default Minecraft. It's the same intensity as the previous image, but the colors are the proper colors.
