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https://github.com/X0nk/Bliss-Shader.git
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surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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61
shaders/lib/diffuse_lighting.glsl
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61
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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//// OVERWORLD ////
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vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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// Lightmap.x = 0.0;
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// Lightmap.y = 1.0;
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SkyColor = SkyColor * 2.0 * ambient_brightness;
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vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap.x,0.0,1.0) ,0.1),2);
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TorchLight = exp(TorchLight * 30) - 1.0;
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// vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0) , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
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vec3 SkyLight = max((SkyColor * 8./150./3.) * pow(Lightmap.y,3.0),0.0) ;
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return SkyLight * skyLightDir + TorchLight;
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}
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vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
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// vec3 SunLight = max(NdotL * Shadow, SubsurfaceScattering) * SunColor;
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vec3 SunLight = NdotL * Shadow * SunColor;
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return SunLight;
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}
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//// NETHER ////
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vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
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vec3 LavaGlow = vec3(TORCH_R,TORCH_G,TORCH_B);
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LavaGlow *= pow(clamp(1.0-max(Normal.y,0.0) + dot(Normal,np3),0.0,1.0),3.0);
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LavaGlow *= clamp(exp2(-max((WorldPos.y - 50.0) / 5,0.0)),0.0,1.0);
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LavaGlow *= pow(Lightmap,0.2);
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vec3 AmbientLight = vec3(0.1) + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0);
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return AmbientLight + TorchLight + LavaGlow;
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}
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//// END ////
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vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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// vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
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vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2);
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TorchLight = exp(TorchLight * 30) - 1.0;
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FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
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// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)) * (vec3(0.5,0.75,1.0) * 0.05);
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vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)*0.5) * FogColor;
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return TorchLight + AmbientLight;
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}
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