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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tiny tweak to nether slighting to make it more stable
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@ -415,40 +415,23 @@ void main() {
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p3 += gbufferModelViewInverse[3].xyz;
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// do all ambient lighting stuff
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vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
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vec3 Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3) ;
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// Indirect_lighting = vec3(TORCH_R,TORCH_G,TORCH_B) * curveinvert(clamp(lightmap.x,0.0,1.0),2);
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// float ambientfogshadow = GetCloudShadow2(p3+cameraPosition);
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// Indirect_lighting *= ambientfogshadow;
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vec3 Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3);
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vec3 LightColor = LightSourceColor(clamp(sqrt(length(p3+cameraPosition) / 150.0 - 1.0) ,0.0,1.0));
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vec3 LightPos = LightSourcePosition(p3+cameraPosition, cameraPosition);
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float LightFalloff = max(exp2(4.0 + length(LightPos) / -25),0.0);
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// float LightFalloff = max(1.0-length(LightPos)/255,0.0);
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// LightFalloff = pow(1.0-pow(1.0-LightFalloff,0.5),2.0);
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// LightFalloff *= 10.0;
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// float LightFalloff = max(1.0-length(LightPos)/250,0.0);
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// float N = 2.50;
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// LightFalloff = pow(1.0-pow(1.0-LightFalloff,1.0/N),N);
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// LightFalloff *= 10.0;
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// 0.5 added because lightsources are always high radius.
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float NdotL = clamp( dot(normal,normalize(-LightPos)),0.0,1.0);
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NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
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float fogshadow = GetCloudShadow(p3+cameraPosition, LightPos, blueNoise());
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vec3 LightSource = (LightColor * max(LightColor - (1-fogshadow) ,0.0)) * LightFalloff * NdotL ;
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vec3 LightSource = (LightColor * max(LightColor - (1-fogshadow) ,0.0)) * LightFalloff * NdotL;
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// vec3 LightSource = LightColor * fogshadow * LightFalloff * NdotL ;
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float LightFalloff2 = max(1.0-length(LightPos)/120,0.0);
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LightFalloff2 = pow(1.0-pow(1.0-LightFalloff2,0.5),2.0);
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LightFalloff2 *= 25;
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