Bliss-Shader/shaders/lib/diffuse_lighting.glsl

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#ifdef IS_LPV_ENABLED
vec3 GetHandLight(const in int itemId) {
if (itemId < 1000) {
// TODO: block lights
}
else {
// TODO: item lights
}
}
#endif
vec3 DoAmbientLightColor(
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vec3 lpvPos,
vec3 SkyColor,
vec3 MinimumColor,
vec3 TorchColor,
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vec2 Lightmap,
float Exposure
){
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// Lightmap = vec2(0.0,1.0);
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);
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM * 0.7, MinimumLight);
// do torch lighting
float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0;
float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ;
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
float fadeLength = 10.0; // in blocks
vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
if (heldItemId > 0)
TorchLight += GetHandLight(heldItemId);
if (heldItemId2 > 0)
TorchLight += GetHandLight(heldItemId2);
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#endif
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return IndirectLight + TorchLight * TorchBrightness_autoAdjust;
}
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);
}