#ifdef IS_LPV_ENABLED 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); vec3 lightDir = playerPos / lightDist; float NoL = 1.0;//max(dot(normal, lightDir), 0.0); float falloff = pow(1.0 - lightDist / lightRange, 3.0); lightFinal = lightColor * NoL * max(falloff, 0.0); } return lightFinal; } #endif vec3 doBlockLightLighting( vec3 lightColor, float lightmap, float exposureValue, vec3 playerPos, vec3 lpvPos ){ lightmap = clamp(lightmap,0.0,1.0); float lightmapBrightspot = min(max(lightmap-0.7,0.0)*3.3333,1.0); lightmapBrightspot *= lightmapBrightspot*lightmapBrightspot; float lightmapLight = 1.0-sqrt(1.0-lightmap); lightmapLight *= lightmapLight; float lightmapCurve = mix(lightmapLight, 2.0, lightmapBrightspot); // lightmapCurve = lightmap*lightmap; // float lightmapCurve = (exp(-15.0 * (1.0-lightmap))*10.0 + lightmap*pow(1.0-pow(1.0-lightmap,2.0),2.0))*0.5; // float lightmapCurve = (pow(min(max(lightmap-0.6, 0.0) * 2.5,1.0),4.0) * 10.0 + lightmap*pow(1.0-pow(1.0-lightmap,2.0),2.0))*0.5; // float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0); vec3 blockLight = lightColor * lightmapCurve; #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store vec4 lpvSample = SampleLpvLinear(lpvPos); #ifdef VANILLA_LIGHTMAP_MASK lpvSample.rgb *= lightmapCurve; #endif 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); // outside the voxel volume, lerp to vanilla lighting as a fallback blockLight = mix(blockLight, lpvSample.rgb, voxelRangeFalloff); #ifdef Hand_Held_lights // create handheld lightsources const vec3 normal = vec3(0.0); // TODO if (heldItemId > 0) blockLight += GetHandLight(heldItemId, playerPos, normal); if (heldItemId2 > 0) blockLight += GetHandLight(heldItemId2, playerPos, normal); #endif #endif // try to make blocklight have consistent visiblity in different light levels. // float autoBrightness = mix(0.5, 1.0, 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(1.0-pow(1.0-lightmap,2.0),2.0); // float lightmapCurve = lightmap*lightmap; float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5; vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7; // indirectLight = max(indirectLight, minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision)); indirectLight += minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision*0.02); return indirectLight; }