ADD mob hit glow, RGB curve sliders, better rough reflections. FIX world border, enchant glint, unmatched lighting on translucents and solids. TWEAK a bunch of stuff all over the place i cant remember

This commit is contained in:
Xonk
2023-07-12 19:29:20 -04:00
parent 7618c0abba
commit 0b4bf8e7c6
31 changed files with 1013 additions and 361 deletions

View File

@ -1,12 +1,7 @@
// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
#ifndef OVERWORLD
uniform float lightningFlash;
#endif
uniform float nightVision;
//// OVERWORLD ////
#ifdef OVERWORLD
vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
@ -18,9 +13,7 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ;
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) );