mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
added a contrast setting. make beacon beams and enchantment glint work in the end and nether. tweak lighting in the end and nether.
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@ -40,17 +40,22 @@ vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float Subsurface
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#ifdef NETHER
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//// NETHER ////
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vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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vec3 LavaGlow = vec3(TORCH_R,TORCH_G,TORCH_B);
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LavaGlow *= pow(clamp(1.0-max(Normal.y,0.0) + dot(Normal,np3),0.0,1.0),3.0);
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LavaGlow *= clamp(exp2(-max((WorldPos.y - 50.0) / 5,0.0)),0.0,1.0);
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LavaGlow *= pow(Lightmap,0.2);
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vec3 AmbientLight = vec3(0.1) + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0);
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vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
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return AmbientLight + TorchLight + LavaGlow;
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vec3 AmbientLight = max(vec3(0.05), (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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return AmbientLight + FogTint + TorchLight + LavaGlow;
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}
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#endif
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@ -59,15 +64,25 @@ vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, ve
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vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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// vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
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vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2);
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TorchLight = exp(TorchLight * 30) - 1.0;
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// vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2);
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// TorchLight = exp(TorchLight * 30) - 1.0;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
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// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)) * (vec3(0.5,0.75,1.0) * 0.05);
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// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)*0.5) * FogColor;
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vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
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// vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
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return TorchLight + AmbientLight;
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vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
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vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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return TorchLight + AmbientLight + FogTint;
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}
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#endif
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