mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 16:52:38 +08:00
kinda working
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@ -1,4 +1,5 @@
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vec3 DoAmbientLightColor(
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vec3 lpvPos,
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vec3 SkyColor,
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vec3 MinimumColor,
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vec3 TorchColor,
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@ -12,11 +13,16 @@ vec3 DoAmbientLightColor(
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vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
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// do torch lighting.
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
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vec4 lpvSample = SampleLpv(lpvPos);
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vec3 TorchLight = GetLpvBlockLight(lpvSample);
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#else
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
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float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
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#endif
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return IndirectLight + TorchLight;
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}
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