// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents. //// OVERWORLD //// vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){ // Lightmap.x = 0.0; // Lightmap.y = 1.0; SkyColor = SkyColor * 2.0 * ambient_brightness; vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap.x,0.0,1.0) ,0.1),2); TorchLight = exp(TorchLight * 30) - 1.0; vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0) , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ; // vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0),0.0) ; return SkyLight * skyLightDir + TorchLight; } vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){ // vec3 SunLight = max(NdotL * Shadow, SubsurfaceScattering) * SunColor; vec3 SunLight = NdotL * Shadow * SunColor; return SunLight; } //// NETHER //// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){ vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0); vec3 LavaGlow = vec3(TORCH_R,TORCH_G,TORCH_B); LavaGlow *= pow(clamp(1.0-max(Normal.y,0.0) + dot(Normal,np3),0.0,1.0),3.0); LavaGlow *= clamp(exp2(-max((WorldPos.y - 50.0) / 5,0.0)),0.0,1.0); LavaGlow *= pow(Lightmap,0.2); vec3 AmbientLight = vec3(0.1) + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0); return AmbientLight + TorchLight + LavaGlow; } //// END //// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){ // vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0); vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2); TorchLight = exp(TorchLight * 30) - 1.0; FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1; // vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)) * (vec3(0.5,0.75,1.0) * 0.05); vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)*0.5) * FogColor; return TorchLight + AmbientLight; }