kinda working

This commit is contained in:
NULL511
2024-05-02 12:43:30 -04:00
parent 2c4eea5b26
commit 3ab6b68165
16 changed files with 306 additions and 201 deletions

View File

@ -1,4 +1,9 @@
#include "/lib/settings.glsl"
#ifdef IS_LPV_ENABLED
#extension GL_EXT_shader_image_load_store: enable
#endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
@ -97,6 +102,12 @@ uniform vec3 nsunColor;
#include "/lib/end_fog.glsl"
#endif
#ifdef IS_LPV_ENABLED
#include "/lib/hsv.glsl"
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_render.glsl"
#endif
#include "/lib/diffuse_lighting.glsl"
float blueNoise(){
@ -572,7 +583,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
AmbientLightColor *= clamp(1.5 + dot(WS_normal, normalize(feetPlayerPos))*0.5,0,2);
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
Indirect_lighting = DoAmbientLightColor(feetPlayerPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
#ifdef ENTITIES
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));