Bliss-Shader/shaders/lib/diffuse_lighting.glsl

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vec3 DoAmbientLightColor(
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vec3 lpvPos,
vec3 SkyColor,
vec3 MinimumColor,
vec3 TorchColor,
vec2 Lightmap
){
float LightLevelZero = clamp(pow(eyeBrightnessSmooth.y/240. + Lightmap.y,2.0) ,0.0,1.0);
// do sky lighting.
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
vec3 MinimumLight = MinimumColor * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
// do torch lighting.
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
vec4 lpvSample = SampleLpv(lpvPos);
vec3 TorchLight = GetLpvBlockLight(lpvSample);
#else
// 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;
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float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
#endif
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);
}