Bliss-Shader/shaders/lib/diffuse_lighting.glsl

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// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
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uniform float nightVision;
void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
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;
TorchLight = (TorchColor * TorchLM * 0.75) * TORCH_AMOUNT;
SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
SkyLight = (SkyLight * ambient_brightness) / 30.0;
SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
}
#ifdef OVERWORLD_SHADER
vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
// Lightmap.x = 0.0;
// Lightmap.y = 1.0;
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; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
SkyColor = (SkyColor * ambient_brightness) / 30.0;
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
return SkyLight * skyLightDir + TorchLight;
}
vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
vec3 SunLight = NdotL * Shadow * SunColor;
return SunLight;
}
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#endif
#ifdef NETHER_SHADER
vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
return FogColor + TorchLight ;
}
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#endif
#ifdef END_SHADER
vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
return TorchLight + AmbientLight + FogTint;
}
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#endif