redo application for ambient lighting in all dimensions. fix RTAO/SSGI in end/nether

This commit is contained in:
Xonk
2023-10-18 17:43:29 -04:00
parent 6816f30e79
commit ca39a0a6dd
9 changed files with 153 additions and 180 deletions

View File

@ -1,98 +1,83 @@
// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
// uniform float nightVision;
void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
vec3 DoAmbientLightColor(
vec3 SkyColor,
vec3 TorchColor,
vec2 Lightmap
){
// do sky lighting.
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
SkyColor = (SkyColor / 30.0) * ambient_brightness * skyLM;
vec3 MinimumLight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
vec3 IndirectLight = max(SkyColor, MinimumLight);
// do torch lighting.
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
return IndirectLight + TorchLight;
}
vec4 RT_AmbientLight(
vec3 TorchColor,
vec2 Lightmap
){
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
TorchLight = (TorchColor * TorchLM * 0.75) * TORCH_AMOUNT;
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
SkyLight = (SkyLight * ambient_brightness) / 30.0;
SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
return vec4(TorchLight, skyLM);
}
// #ifdef NETHER_SHADER
// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
#ifdef OVERWORLD_SHADER
// 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 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
// Lightmap.x = 0.0;
// Lightmap.y = 1.0;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,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;
SkyColor = (SkyColor * ambient_brightness) / 30.0;
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
return SkyLight * skyLightDir + TorchLight;
}
vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
vec3 SunLight = NdotL * Shadow * SunColor;
return SunLight;
}
// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
#endif
// return FogColor + TorchLight ;
// }
// #endif
#ifdef NETHER_SHADER
vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
// #ifdef END_SHADER
// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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 = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
return FogColor + TorchLight ;
}
#endif
#ifdef END_SHADER
vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
// 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;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
return TorchLight + AmbientLight;// + AmbientLight + FogTint;
}
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
// }
#endif
// #endif
#ifdef FALLBACK_SHADER
vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
// #ifdef FALLBACK_SHADER
// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
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;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
// 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;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
// vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
return TorchLight + AmbientLight;// + AmbientLight + FogTint;
}
#endif
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
// }
// #endif