entity.properties template; lpv hand-light prep

This commit is contained in:
NULL511
2024-05-06 11:54:30 -04:00
parent 81fb07c371
commit bfcf3e1805
12 changed files with 120 additions and 49 deletions

View File

@ -1,3 +1,14 @@
#ifdef IS_LPV_ENABLED
vec3 GetHandLight(const in int itemId) {
if (itemId < 1000) {
// TODO: block lights
}
else {
// TODO: item lights
}
}
#endif
vec3 DoAmbientLightColor(
vec3 lpvPos,
vec3 SkyColor,
@ -24,9 +35,6 @@ vec3 DoAmbientLightColor(
vec4 lpvSample = SampleLpvLinear(lpvPos);
vec3 LpvTorchLight = GetLpvBlockLight(lpvSample);
// TODO: needs work, just binary transition for now
// float LpvFadeF = clamp(lpvPos, vec3(0.0), LpvSize3 - 1.0) == lpvPos ? 1.0 : 0.0;
// i gotchu
float fadeLength = 10.0; // in blocks
vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
@ -34,7 +42,13 @@ vec3 DoAmbientLightColor(
LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF) ;
TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
if (heldItemId > 0)
TorchLight += GetHandLight(heldItemId);
if (heldItemId2 > 0)
TorchLight += GetHandLight(heldItemId2);
#endif
return IndirectLight + TorchLight * TorchBrightness_autoAdjust;

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@ -1,10 +1,11 @@
#define ENTITY_PLAYER 1201
#define ENTITY_LIGHTNING 1202
//#define ENTITY_DRAGON_WITHER 1203
#define ENTITY_ITEM_FRAME 1301
#define ENTITY_SPECTRAL_ARROW 1302
#define ENTITY_TNT 1303
#define ENTITY_BLAZE 1203
#define ENTITY_DRAGON_WITHER 1204
#define ENTITY_ITEM_FRAME 1205
#define ENTITY_MAGMA_CUBE 1206
#define ENTITY_TNT 1207
#define ENTITY_SPECTRAL_ARROW 1208
#define ENTITY_SSS_MEDIUM 1401
#define ENTITY_SSS_WEAK 1402
#define ENTITY_SLIME 1403

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@ -687,6 +687,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#define LPV_REDSTONE_LIGHTS
//#define LPV_COLORED_CANDLES
#define LPV_NOSHADOW_HACK
#ifdef LPV_ENABLED
#ifdef IRIS_FEATURE_CUSTOM_IMAGES
#define IS_LPV_ENABLED