added a contrast setting. make beacon beams and enchantment glint work in the end and nether. tweak lighting in the end and nether.

This commit is contained in:
Xonk
2023-07-06 20:47:26 -04:00
parent 4ec1a86639
commit b62cb8aa4b
36 changed files with 262 additions and 616 deletions

View File

@ -40,17 +40,22 @@ vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float Subsurface
#ifdef NETHER
//// NETHER ////
vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
vec3 LavaGlow = vec3(TORCH_R,TORCH_G,TORCH_B);
LavaGlow *= pow(clamp(1.0-max(Normal.y,0.0) + dot(Normal,np3),0.0,1.0),3.0);
LavaGlow *= clamp(exp2(-max((WorldPos.y - 50.0) / 5,0.0)),0.0,1.0);
LavaGlow *= pow(Lightmap,0.2);
vec3 AmbientLight = vec3(0.1) + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0);
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
return AmbientLight + TorchLight + LavaGlow;
vec3 AmbientLight = max(vec3(0.05), (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
return AmbientLight + FogTint + TorchLight + LavaGlow;
}
#endif
@ -59,15 +64,25 @@ vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, ve
vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
// vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2);
TorchLight = exp(TorchLight * 30) - 1.0;
// vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2);
// TorchLight = exp(TorchLight * 30) - 1.0;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)) * (vec3(0.5,0.75,1.0) * 0.05);
// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)*0.5) * FogColor;
vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
// vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
return TorchLight + AmbientLight;
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
return TorchLight + AmbientLight + FogTint;
}
#endif