Bliss-Shader/shaders/lib/diffuse_lighting.glsl
2024-11-16 18:15:48 +01:00

95 lines
3.7 KiB
GLSL

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