mirror of
https://github.com/X0nk/Bliss-Shader.git
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45 lines
1.7 KiB
GLSL
45 lines
1.7 KiB
GLSL
vec3 DoAmbientLightColor(
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vec3 lpvPos,
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vec3 SkyColor,
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vec3 MinimumColor,
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vec3 TorchColor,
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vec2 Lightmap
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){
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float LightLevelZero = clamp(pow(eyeBrightnessSmooth.y/240. + Lightmap.y,2.0) ,0.0,1.0);
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// do sky lighting.
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 MinimumLight = MinimumColor * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
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// do torch lighting.
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
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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);
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vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
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// TODO: needs work, just binary transition for now
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float LpvFadeF = clamp(lpvPos, vec3(0.0), LpvSize3 - 1.0) == lpvPos ? 1.0 : 0.0;
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TorchLight = mix(TorchLight, LpvTorchLight, LpvFadeF);
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#endif
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return IndirectLight + TorchLight;
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}
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vec4 RT_AmbientLight(
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vec3 TorchColor,
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vec2 Lightmap
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){
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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return vec4(TorchLight, skyLM);
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} |