Bliss-Shader/shaders/lib/diffuse_lighting.glsl

88 lines
3.4 KiB
GLSL

// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
#ifndef OVERWORLD
uniform float lightningFlash;
#endif
uniform float nightVision;
//// OVERWORLD ////
#ifdef OVERWORLD
vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
// Lightmap.x = 0.0;
// Lightmap.y = 1.0;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ;
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
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;
}
#endif
#ifdef NETHER
//// NETHER ////
vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
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 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
vec3 AmbientLight = max(vec3(0.05), (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
return AmbientLight + FogTint + TorchLight + LavaGlow;
}
#endif
#ifdef END
//// 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;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
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;
// vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
return TorchLight + AmbientLight + FogTint;
}
#endif