Bliss-Shader/shaders/lib/diffuse_lighting.glsl

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1.0 KiB
GLSL

vec3 DoAmbientLightColor(
vec3 SkyColor,
vec3 TorchColor,
vec2 Lightmap
){
// do sky lighting.
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
SkyColor = (SkyColor / 30.0) * ambient_brightness * skyLM;
vec3 MinimumLight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
vec3 IndirectLight = max(SkyColor, MinimumLight);
// do torch lighting.
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
return IndirectLight + TorchLight;
}
vec4 RT_AmbientLight(
vec3 TorchColor,
vec2 Lightmap
){
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
return vec4(TorchLight, skyLM);
}