Bliss-Shader/shaders/lib/diffuse_lighting.glsl

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#ifdef IS_LPV_ENABLED
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos, const in vec3 normal) {
vec3 lightFinal = vec3(0.0);
vec3 lightColor = vec3(0.0);
float lightRange = 0.0;
uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg;
vec4 lightColorRange = unpackUnorm4x8(blockData.r);
lightColor = srgbToLinear(lightColorRange.rgb);
lightRange = lightColorRange.a * 255.0;
if (lightRange > 0.0) {
float lightDist = length(playerPos);
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vec3 lightDir = playerPos / lightDist;
float NoL = 1.0;//max(dot(normal, lightDir), 0.0);
float falloff = pow(1.0 - lightDist / lightRange, 3.0);
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lightFinal = lightColor * NoL * max(falloff, 0.0);
}
return lightFinal;
}
#endif
vec3 doBlockLightLighting(
vec3 lightColor, float lightmap, float exposureValue,
vec3 playerPos, vec3 lpvPos
){
float lightmapCurve = pow(1.0-sqrt(1.0-clamp(lightmap,0.0,1.0)),2.0) * 2.0;
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vec3 blockLight = lightColor * lightmapCurve; //;
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
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vec4 lpvSample = SampleLpvLinear(lpvPos);
vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
// create a smooth falloff at the edges of the voxel volume.
float fadeLength = 10.0; // in meters
vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
float voxelRangeFalloff = cubicRadius.x*cubicRadius.y*cubicRadius.z;
voxelRangeFalloff = 1.0 - pow(1.0-pow(voxelRangeFalloff,1.5),3.0);
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// outside the voxel volume, lerp to vanilla lighting as a fallback
blockLight = mix(blockLight, lpvBlockLight/5.0, voxelRangeFalloff);
#ifdef Hand_Held_lights
// create handheld lightsources
const vec3 normal = vec3(0.0); // TODO
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if (heldItemId > 0)
blockLight += GetHandLight(heldItemId, playerPos, normal);
if (heldItemId2 > 0)
blockLight += GetHandLight(heldItemId2, playerPos, normal);
#endif
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#endif
// try to make blocklight have consistent visiblity in different light levels.
float autoBrightness = mix(1.0, 30.0, clamp(exp(-10.0*exposureValue),0.0,1.0));
blockLight *= autoBrightness;
return blockLight * TORCH_AMOUNT;
}
vec3 doIndirectLighting(
vec3 lightColor, vec3 minimumLightColor, float lightmap
){
float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5;
vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7;
indirectLight += minimumLightColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1);
return indirectLight;
}