Revert "intial changes for commit #495"

This reverts commit 4869877f77.
This commit is contained in:
MikiP98
2024-11-16 21:39:26 +01:00
parent 51d696ea5f
commit 62be2ab097
56 changed files with 2279 additions and 3555 deletions

View File

@ -25,29 +25,13 @@ vec3 doBlockLightLighting(
vec3 lightColor, float lightmap, float exposureValue,
vec3 playerPos, vec3 lpvPos
){
lightmap = clamp(lightmap,0.0,1.0);
float lightmapBrightspot = min(max(lightmap-0.7,0.0)*3.3333,1.0);
lightmapBrightspot *= lightmapBrightspot*lightmapBrightspot;
float lightmapLight = 1.0-sqrt(1.0-lightmap);
lightmapLight *= lightmapLight;
float lightmapCurve = mix(lightmapLight, 2.0, lightmapBrightspot);
// lightmapCurve = lightmap*lightmap;
// float lightmapCurve = (exp(-15.0 * (1.0-lightmap))*10.0 + lightmap*pow(1.0-pow(1.0-lightmap,2.0),2.0))*0.5;
// float lightmapCurve = (pow(min(max(lightmap-0.6, 0.0) * 2.5,1.0),4.0) * 10.0 + lightmap*pow(1.0-pow(1.0-lightmap,2.0),2.0))*0.5;
// float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0);
float lightmapCurve = pow(1.0-sqrt(1.0-clamp(lightmap,0.0,1.0)),2.0) * 2.0;
vec3 blockLight = lightColor * lightmapCurve;
vec3 blockLight = lightColor * lightmapCurve; //;
#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
vec4 lpvSample = SampleLpvLinear(lpvPos);
#ifdef VANILLA_LIGHTMAP_MASK
lpvSample.rgb *= lightmapCurve;
#endif
vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
// create a smooth falloff at the edges of the voxel volume.
@ -57,7 +41,7 @@ vec3 doBlockLightLighting(
voxelRangeFalloff = 1.0 - pow(1.0-pow(voxelRangeFalloff,1.5),3.0);
// outside the voxel volume, lerp to vanilla lighting as a fallback
blockLight = mix(blockLight, lpvSample.rgb, voxelRangeFalloff);
blockLight = mix(blockLight, lpvBlockLight/5.0, voxelRangeFalloff);
#ifdef Hand_Held_lights
// create handheld lightsources
@ -72,8 +56,8 @@ vec3 doBlockLightLighting(
#endif
// try to make blocklight have consistent visiblity in different light levels.
// float autoBrightness = mix(0.5, 1.0, clamp(exp(-10.0*exposureValue),0.0,1.0));
// blockLight *= autoBrightness;
float autoBrightness = mix(1.0, 30.0, clamp(exp(-10.0*exposureValue),0.0,1.0));
blockLight *= autoBrightness;
return blockLight * TORCH_AMOUNT;
}
@ -82,14 +66,11 @@ vec3 doIndirectLighting(
vec3 lightColor, vec3 minimumLightColor, float lightmap
){
// float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0);
// float lightmapCurve = lightmap*lightmap;
float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5;
vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7;
// indirectLight = max(indirectLight, minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision));
indirectLight += minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision*0.02);
indirectLight += minimumLightColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1);
return indirectLight;
}