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https://github.com/X0nk/Bliss-Shader.git
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37 lines
889 B
GLSL
37 lines
889 B
GLSL
// LPV block brightness scale. just 1.0/15.0
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const float LpvBlockBrightness = 0.066666;
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float lpvCurve(float values) {
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#ifdef VANILLA_LIGHTMAP_MASK
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return sqrt(values);
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#else
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return values*values;
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#endif
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}
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vec4 SampleLpvLinear(const in vec3 lpvPos) {
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vec3 texcoord = lpvPos / LpvSize3;
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vec4 lpvSample = (frameCounter % 2) == 0
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? textureLod(texLpv1, texcoord, 0)
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: textureLod(texLpv2, texcoord, 0);
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vec3 hsv = RgbToHsv(lpvSample.rgb);
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hsv.z = lpvCurve(hsv.b) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(hsv);
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lpvSample.rgb = clamp(lpvSample.rgb/15.0,0.0,1.0);
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return lpvSample;
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}
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vec3 GetLpvBlockLight(const in vec4 lpvSample) {
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return LpvBlockBrightness * lpvSample.rgb;
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}
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float GetLpvSkyLight(const in vec4 lpvSample) {
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float skyLight = saturate(lpvSample.a);
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return skyLight*skyLight;
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}
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