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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 16:52:38 +08:00
migrate block data to image; hand-light initial
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@ -1,15 +1,26 @@
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#ifdef IS_LPV_ENABLED
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vec3 GetHandLight(const in int itemId) {
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if (itemId < 1000) {
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// TODO: block lights
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}
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else {
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// TODO: item lights
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vec3 GetHandLight(const in int itemId, const in vec3 playerPos) {
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vec3 lightFinal = vec3(0.0);
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vec3 lightColor = vec3(0.0);
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float lightRange = 0.0;
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uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg;
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vec4 lightColorRange = unpackUnorm4x8(blockData.r);
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lightColor = srgbToLinear(lightColorRange.rgb);
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lightRange = lightColorRange.a * 255.0;
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if (lightRange > 0.0) {
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float lightDist = length(playerPos);
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float falloff = pow(1.0 - lightDist / lightRange, 3.0);
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lightFinal = lightColor * max(falloff, 0.0);
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}
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return lightFinal;
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}
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#endif
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vec3 DoAmbientLightColor(
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vec3 playerPos,
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vec3 lpvPos,
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vec3 SkyColor,
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vec3 MinimumColor,
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@ -45,10 +56,10 @@ vec3 DoAmbientLightColor(
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TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
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if (heldItemId > 0)
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TorchLight += GetHandLight(heldItemId);
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TorchLight += GetHandLight(heldItemId, playerPos);
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if (heldItemId2 > 0)
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TorchLight += GetHandLight(heldItemId2);
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TorchLight += GetHandLight(heldItemId2, playerPos);
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#endif
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return IndirectLight + TorchLight * TorchBrightness_autoAdjust;
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