mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
95 lines
3.7 KiB
GLSL
95 lines
3.7 KiB
GLSL
#ifdef IS_LPV_ENABLED
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos, const in vec3 normal) {
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vec3 lightFinal = vec3(0.0);
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vec3 lightColor = vec3(0.0);
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float lightRange = 0.0;
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uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg;
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vec4 lightColorRange = unpackUnorm4x8(blockData.r);
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lightColor = srgbToLinear(lightColorRange.rgb);
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lightRange = lightColorRange.a * 255.0;
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if (lightRange > 0.0) {
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float lightDist = length(playerPos);
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vec3 lightDir = playerPos / lightDist;
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float NoL = 1.0;//max(dot(normal, lightDir), 0.0);
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float falloff = pow(1.0 - lightDist / lightRange, 3.0);
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lightFinal = lightColor * NoL * max(falloff, 0.0);
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}
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return lightFinal;
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}
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#endif
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vec3 doBlockLightLighting(
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vec3 lightColor, float lightmap, float exposureValue,
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vec3 playerPos, vec3 lpvPos
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){
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lightmap = clamp(lightmap,0.0,1.0);
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float lightmapBrightspot = min(max(lightmap-0.7,0.0)*3.3333,1.0);
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lightmapBrightspot *= lightmapBrightspot*lightmapBrightspot;
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float lightmapLight = 1.0-sqrt(1.0-lightmap);
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lightmapLight *= lightmapLight;
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float lightmapCurve = mix(lightmapLight, 2.0, lightmapBrightspot);
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// lightmapCurve = lightmap*lightmap;
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// float lightmapCurve = (exp(-15.0 * (1.0-lightmap))*10.0 + lightmap*pow(1.0-pow(1.0-lightmap,2.0),2.0))*0.5;
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// 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;
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// float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0);
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vec3 blockLight = lightColor * lightmapCurve;
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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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#ifdef VANILLA_LIGHTMAP_MASK
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lpvSample.rgb *= lightmapCurve;
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#endif
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vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
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// create a smooth falloff at the edges of the voxel volume.
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float fadeLength = 10.0; // in meters
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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float voxelRangeFalloff = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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voxelRangeFalloff = 1.0 - pow(1.0-pow(voxelRangeFalloff,1.5),3.0);
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// outside the voxel volume, lerp to vanilla lighting as a fallback
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blockLight = mix(blockLight, lpvSample.rgb, voxelRangeFalloff);
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#ifdef Hand_Held_lights
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// create handheld lightsources
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const vec3 normal = vec3(0.0); // TODO
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if (heldItemId > 0)
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blockLight += GetHandLight(heldItemId, playerPos, normal);
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if (heldItemId2 > 0)
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blockLight += GetHandLight(heldItemId2, playerPos, normal);
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#endif
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#endif
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// try to make blocklight have consistent visiblity in different light levels.
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// float autoBrightness = mix(0.5, 1.0, clamp(exp(-10.0*exposureValue),0.0,1.0));
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// blockLight *= autoBrightness;
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return blockLight * TORCH_AMOUNT;
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}
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vec3 doIndirectLighting(
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vec3 lightColor, vec3 minimumLightColor, float lightmap
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){
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// float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0);
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// float lightmapCurve = lightmap*lightmap;
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float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5;
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vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7;
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// indirectLight = max(indirectLight, minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision));
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indirectLight += minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision*0.02);
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return indirectLight;
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} |