diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index f5b49c662e77d6dd8bb62330267d9ded9d8add58..baa97a987f3a281772f1f004fb9e5520fc7a58e8 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -220,7 +220,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 				top_is_same_liquid = true;
 
 			u16 l = getInteriorLight(n, 0, nodedef);
-			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
 
 			/*
 				Generate sides
@@ -383,7 +383,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			// it at what it emits, for an increased effect
 			u8 light_source = nodedef->get(n).light_source;
 			if(light_source != 0){
-				//l = decode_light(undiminish_light(light_source));
 				l = decode_light(light_source);
 				l = l | (l<<8);
 			}
@@ -393,7 +392,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			// Otherwise use the light of this node (the liquid)
 			else
 				l = getInteriorLight(n, 0, nodedef);
-			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
 			
 			u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
@@ -697,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
 
 			u16 l = getInteriorLight(n, 1, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
 			for(u32 j=0; j<6; j++)
 			{
@@ -780,7 +779,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			param2  = param2 & 63;
 			
 			u16 l = getInteriorLight(n, 1, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 			v3f pos = intToFloat(p, BS);
 			static const float a = BS / 2;
 			static const float g = a - 0.003;
@@ -985,7 +984,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 					v3s16(0,0,0), data);
 
 			u16 l = getInteriorLight(n, 1, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
 			v3f pos = intToFloat(p, BS);
 			aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
@@ -1018,7 +1017,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
 			u16 l = getInteriorLight(n, 1, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
 			float s = BS/2*f.visual_scale;
 			// Wall at X+ of node
@@ -1059,7 +1058,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
 			u16 l = getInteriorLight(n, 0, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 				
 			float d = (float)BS/16;
 			float s = BS/2*f.visual_scale;
@@ -1102,7 +1101,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 			
 			u16 l = getInteriorLight(n, 1, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
 			float s = BS/2*f.visual_scale;
 
@@ -1149,7 +1148,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			tile_rot.rotation = 1;
 
 			u16 l = getInteriorLight(n, 1, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
 			const f32 post_rad=(f32)BS/8;
 			const f32 bar_rad=(f32)BS/16;
@@ -1398,7 +1397,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
 			u16 l = getInteriorLight(n, 0, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
 			float d = (float)BS/64;
 			
@@ -1436,8 +1435,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			};
 			TileSpec tiles[6];
 			
-			u16 l = getInteriorLight(n, 0, nodedef);
-			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+			u16 l = getInteriorLight(n, 1, nodedef);
+			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
 			v3f pos = intToFloat(p, BS);
 
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index ad0fcb436d914a3fb9d6737c15d2cbd4eddab3b5..d3f7c2f3913f8ec513bf4b900dbb07cd2e44071e 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -193,10 +193,7 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
 	// Boost light level for light sources
 	u8 light_source = MYMAX(ndef->get(n).light_source,
 			ndef->get(n2).light_source);
-	//if(light_source >= light)
-		//return decode_light(undiminish_light(light_source));
 	if(light_source > light)
-		//return decode_light(light_source);
 		light = light_source;
 
 	return decode_light(light);
@@ -272,16 +269,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
 
 	if(ambient_occlusion > 4)
 	{
-		//ambient_occlusion -= 4;
-		//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-		float light_amount = (8 - ambient_occlusion) / 4.0;
-		float light_f = (float)light / 255.0;
-		light_f = pow(light_f, 2.2f); // gamma -> linear space
-		light_f = light_f * light_amount;
-		light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
-		if(light_f > 1.0)
-			light_f = 1.0;
-		light = 255.0 * light_f + 0.5;
+		//calculate table index for gamma space multiplier
+		ambient_occlusion -= 5;
+		//table of precalculated gamma space multiply factors
+		//light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
+		const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
+		light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
 	}
 
 	return light;
@@ -914,21 +907,18 @@ static void updateFastFaceRow(
 				// Floating point conversion of the position vector
 				v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
 				// Center point of face (kind of)
-				v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
+				v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
 				if(continuous_tiles_count != 1)
 					sp += translate_dir_f;
 				v3f scale(1,1,1);
 
-				if(translate_dir.X != 0)
-				{
+				if(translate_dir.X != 0) {
 					scale.X = continuous_tiles_count;
 				}
-				if(translate_dir.Y != 0)
-				{
+				if(translate_dir.Y != 0) {
 					scale.Y = continuous_tiles_count;
 				}
-				if(translate_dir.Z != 0)
-				{
+				if(translate_dir.Z != 0) {
 					scale.Z = continuous_tiles_count;
 				}
 
@@ -937,7 +927,7 @@ static void updateFastFaceRow(
 						dest);
 
 				g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-				for(int i=1; i<continuous_tiles_count; i++){
+				for(int i = 1; i < continuous_tiles_count; i++){
 					g_profiler->avg("Meshgen: faces drawn by tiling", 1);
 				}
 			}
@@ -965,8 +955,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 	/*
 		Go through every y,z and get top(y+) faces in rows of x+
 	*/
-	for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-		for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+	for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
+		for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
 			updateFastFaceRow(data,
 					v3s16(0,y,z),
 					v3s16(1,0,0), //dir
@@ -980,8 +970,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 	/*
 		Go through every x,y and get right(x+) faces in rows of z+
 	*/
-	for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+	for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+		for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
 			updateFastFaceRow(data,
 					v3s16(x,y,0),
 					v3s16(0,0,1), //dir
@@ -995,8 +985,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 	/*
 		Go through every y,z and get back(z+) faces in rows of x+
 	*/
-	for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+	for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
+		for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
 			updateFastFaceRow(data,
 					v3s16(0,y,z),
 					v3s16(1,0,0), //dir