intial changes for commit #495

This commit is contained in:
Xonk
2024-11-15 17:54:18 -05:00
parent b32041d4fc
commit b93d6f1a12
56 changed files with 3550 additions and 2274 deletions

View File

@ -25,13 +25,29 @@ vec3 doBlockLightLighting(
vec3 lightColor, float lightmap, float exposureValue,
vec3 playerPos, vec3 lpvPos
){
lightmap = clamp(lightmap,0.0,1.0);
float lightmapCurve = pow(1.0-sqrt(1.0-clamp(lightmap,0.0,1.0)),2.0) * 2.0;
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);
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.
@ -41,7 +57,7 @@ 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, lpvBlockLight/5.0, voxelRangeFalloff);
blockLight = mix(blockLight, lpvSample.rgb, voxelRangeFalloff);
#ifdef Hand_Held_lights
// create handheld lightsources
@ -56,8 +72,8 @@ vec3 doBlockLightLighting(
#endif
// try to make blocklight have consistent visiblity in different light levels.
float autoBrightness = mix(1.0, 30.0, clamp(exp(-10.0*exposureValue),0.0,1.0));
blockLight *= autoBrightness;
// float autoBrightness = mix(0.5, 1.0, clamp(exp(-10.0*exposureValue),0.0,1.0));
// blockLight *= autoBrightness;
return blockLight * TORCH_AMOUNT;
}
@ -66,11 +82,14 @@ 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 += minimumLightColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1);
// indirectLight = max(indirectLight, minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision));
indirectLight += minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision*0.02);
return indirectLight;
}