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 +1,5 @@
vec3 DoAmbientLightColor(
vec3 lpvPos,
vec3 SkyColor,
vec3 MinimumColor,
vec3 TorchColor,
@ -12,11 +13,16 @@ vec3 DoAmbientLightColor(
vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
// do torch lighting.
// 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;
#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
vec4 lpvSample = SampleLpv(lpvPos);
vec3 TorchLight = GetLpvBlockLight(lpvSample);
#else
// 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;
float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
#endif
return IndirectLight + TorchLight;
}