mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
111 lines
3.9 KiB
GLSL
111 lines
3.9 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 DoAmbientLightColor(
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vec3 playerPos,
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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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float Exposure
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){
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// Lightmap = vec2(0.0,1.0);
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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 * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1);
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM * 0.7, MinimumLight);
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// do torch lighting
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float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0;
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ;
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vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT ;
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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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// i gotchu
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float fadeLength = 10.0; // in blocks
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
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TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
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const vec3 normal = vec3(0.0); // TODO
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if (heldItemId > 0)
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TorchLight += GetHandLight(heldItemId, playerPos, normal);
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if (heldItemId2 > 0)
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TorchLight += GetHandLight(heldItemId2, playerPos, normal);
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#endif
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return IndirectLight + TorchLight * TorchBrightness_autoAdjust;
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}
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// this is dumb, and i plan to remove it eventually...
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vec4 RT_AmbientLight(
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vec3 playerPos,
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vec3 lpvPos,
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float Exposure,
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vec2 Lightmap,
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vec3 TorchColor
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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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// do torch lighting
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float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0;
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ;
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vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT ;
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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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// i gotchu
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float fadeLength = 10.0; // in blocks
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
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TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
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const vec3 normal = vec3(0.0); // TODO
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if (heldItemId > 0)
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TorchLight += GetHandLight(heldItemId, playerPos, normal);
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if (heldItemId2 > 0)
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TorchLight += GetHandLight(heldItemId2, playerPos, normal);
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#endif
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return vec4(TorchLight, skyLM);
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} |