#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 DoAmbientLightColor( vec3 playerPos, vec3 lpvPos, vec3 SkyColor, vec3 MinimumColor, vec3 TorchColor, vec2 Lightmap, float Exposure ){ // Lightmap = vec2(0.0,1.0); float LightLevelZero = clamp(pow(eyeBrightnessSmooth.y/240. + Lightmap.y,2.0) ,0.0,1.0); // do sky lighting. float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; vec3 MinimumLight = MinimumColor * (MIN_LIGHT_AMOUNT*0.01 + nightVision); vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM * 0.7, MinimumLight); // do torch lighting float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0; float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ; vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT ; #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store vec4 lpvSample = SampleLpvLinear(lpvPos); vec3 LpvTorchLight = GetLpvBlockLight(lpvSample); // i gotchu float fadeLength = 10.0; // in blocks vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0); float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z; LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :) TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF); const vec3 normal = vec3(0.0); // TODO if (heldItemId > 0) TorchLight += GetHandLight(heldItemId, playerPos, normal); if (heldItemId2 > 0) TorchLight += GetHandLight(heldItemId2, playerPos, normal); #endif return IndirectLight + TorchLight * TorchBrightness_autoAdjust; } // this is dumb, and i plan to remove it eventually... vec4 RT_AmbientLight( vec3 playerPos, vec3 lpvPos, float Exposure, vec2 Lightmap, vec3 TorchColor ){ float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; // do torch lighting float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0; float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ; vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT ; #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store vec4 lpvSample = SampleLpvLinear(lpvPos); vec3 LpvTorchLight = GetLpvBlockLight(lpvSample); // i gotchu float fadeLength = 10.0; // in blocks vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0); float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z; LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :) TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF); const vec3 normal = vec3(0.0); // TODO if (heldItemId > 0) TorchLight += GetHandLight(heldItemId, playerPos, normal); if (heldItemId2 > 0) TorchLight += GetHandLight(heldItemId2, playerPos, normal); #endif return vec4(TorchLight, skyLM); }