From 3040061ea6107e051528850173a9508bd76edb46 Mon Sep 17 00:00:00 2001 From: Xonk Date: Wed, 28 Jun 2023 20:12:49 -0400 Subject: [PATCH] Nightvision --- shaders/composite1.fsh | 1 - shaders/deferred.fsh | 1 - shaders/deferred.vsh | 6 +++++- shaders/gbuffers_all_translucent.fsh | 1 - shaders/lib/diffuse_lighting.glsl | 5 ++++- shaders/programs/all_translucent.fsh | 1 - 6 files changed, 9 insertions(+), 6 deletions(-) diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index acde14c..ff3300a 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -53,7 +53,6 @@ uniform int frameCounter; uniform int isEyeInWater; uniform float far; uniform float near; -uniform float nightVision; uniform float frameTimeCounter; uniform float rainStrength; uniform mat4 gbufferProjection; diff --git a/shaders/deferred.fsh b/shaders/deferred.fsh index 98574a8..856834d 100644 --- a/shaders/deferred.fsh +++ b/shaders/deferred.fsh @@ -27,7 +27,6 @@ uniform sampler2DShadow shadow; uniform int frameCounter; uniform float rainStrength; uniform float eyeAltitude; -uniform float nightVision; uniform vec3 sunVec; flat varying vec3 WsunVec; uniform vec2 texelSize; diff --git a/shaders/deferred.vsh b/shaders/deferred.vsh index 57a46d9..fd702ff 100644 --- a/shaders/deferred.vsh +++ b/shaders/deferred.vsh @@ -57,6 +57,10 @@ float tanh(float x){ float ld(float depth) { return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near } + +uniform float nightVision; + + void main() { gl_Position = ftransform()*0.5+0.5; @@ -103,7 +107,7 @@ void main() { /// TOOO DAMN BLUE // // only need to sample one spot for this // averageSkyCol += 2.0*skyFromTex(normalize(vec3(0.0,1.0,0.0)),colortex4).rgb/150.; - vec3 minimimlight = vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.0005; + vec3 minimimlight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.0005 + nightVision); averageSkyCol_Clouds = max(averageSkyCol_Clouds, minimimlight); averageSkyCol = max(averageSkyCol, minimimlight); diff --git a/shaders/gbuffers_all_translucent.fsh b/shaders/gbuffers_all_translucent.fsh index e1a3e9d..13ccd7e 100644 --- a/shaders/gbuffers_all_translucent.fsh +++ b/shaders/gbuffers_all_translucent.fsh @@ -28,7 +28,6 @@ uniform sampler2DShadow shadow; uniform sampler2D colortex5; uniform sampler2D depthtex1; -uniform float nightVision; uniform vec3 sunVec; uniform float frameTimeCounter; diff --git a/shaders/lib/diffuse_lighting.glsl b/shaders/lib/diffuse_lighting.glsl index 93a6ee8..aee90fd 100644 --- a/shaders/lib/diffuse_lighting.glsl +++ b/shaders/lib/diffuse_lighting.glsl @@ -3,7 +3,10 @@ #ifndef OVERWORLD uniform float lightningFlash; + #endif + +uniform float nightVision; //// OVERWORLD //// #ifdef OVERWORLD vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){ @@ -20,7 +23,7 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ; 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) ); + vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) ); return SkyLight * skyLightDir + TorchLight; } diff --git a/shaders/programs/all_translucent.fsh b/shaders/programs/all_translucent.fsh index 853e14d..8585f0b 100644 --- a/shaders/programs/all_translucent.fsh +++ b/shaders/programs/all_translucent.fsh @@ -22,7 +22,6 @@ uniform sampler2D gaux1; uniform sampler2D depthtex1; uniform sampler2D colortex5; -uniform float nightVision; uniform vec3 sunVec; uniform float frameTimeCounter;