diff --git a/build/engine/shaders/lighting/lighting_blend.ps b/build/engine/shaders/lighting/lighting_blend.ps
index 2a20df7dddd5cc6ca1a122e0eb3d8d94ce2961e5..2c2494c4977d0daebd4525ef283210ed4a517117 100644
--- a/build/engine/shaders/lighting/lighting_blend.ps
+++ b/build/engine/shaders/lighting/lighting_blend.ps
@@ -129,9 +129,13 @@ float3 GetPixelSkyLight(float3 vPosition, float3 vNormalPixel)
 	// float g = max(0.0f, dot(SHintensity, g_vSkyBoxLights[0][0][0][1]));
 	// float b = max(0.0f, dot(SHintensity, g_vSkyBoxLights[0][0][0][2]));
 	
-	float r = max(0.0f, dot(SHintensity, g_txSkylightR.Sample(g_sLinearClamp, vTexCoord)));
-	float g = max(0.0f, dot(SHintensity, g_txSkylightG.Sample(g_sLinearClamp, vTexCoord)));
-	float b = max(0.0f, dot(SHintensity, g_txSkylightB.Sample(g_sLinearClamp, vTexCoord)));
+	// float r = max(0.0f, dot(SHintensity, g_txSkylightR.Sample(g_sLinearClamp, vTexCoord)));
+	// float g = max(0.0f, dot(SHintensity, g_txSkylightG.Sample(g_sLinearClamp, vTexCoord)));
+	// float b = max(0.0f, dot(SHintensity, g_txSkylightB.Sample(g_sLinearClamp, vTexCoord)));
+	
+	float r = max(0.0f, dot(SHintensity, g_txSkylightR.Load((int4)0)));
+	float g = max(0.0f, dot(SHintensity, g_txSkylightG.Load((int4)0)));
+	float b = max(0.0f, dot(SHintensity, g_txSkylightB.Load((int4)0)));
 	
 	return(float3(r, g, b) / PI);
 }