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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
redo application for ambient lighting in all dimensions. fix RTAO/SSGI in end/nether
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@ -1,98 +1,83 @@
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// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents.
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// uniform float nightVision;
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void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
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vec3 DoAmbientLightColor(
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vec3 SkyColor,
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vec3 TorchColor,
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vec2 Lightmap
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){
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// do sky lighting.
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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SkyColor = (SkyColor / 30.0) * ambient_brightness * skyLM;
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vec3 MinimumLight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
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vec3 IndirectLight = max(SkyColor, MinimumLight);
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// do torch lighting.
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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return IndirectLight + TorchLight;
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}
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vec4 RT_AmbientLight(
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vec3 TorchColor,
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vec2 Lightmap
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){
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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TorchLight = (TorchColor * TorchLM * 0.75) * TORCH_AMOUNT;
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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SkyLight = (SkyLight * ambient_brightness) / 30.0;
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SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
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return vec4(TorchLight, skyLM);
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}
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// #ifdef NETHER_SHADER
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// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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#ifdef OVERWORLD_SHADER
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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 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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// Lightmap.x = 0.0;
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// Lightmap.y = 1.0;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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SkyColor = (SkyColor * ambient_brightness) / 30.0;
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
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return SkyLight * skyLightDir + TorchLight;
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}
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vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
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vec3 SunLight = NdotL * Shadow * SunColor;
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return SunLight;
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}
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// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
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#endif
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// return FogColor + TorchLight ;
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// }
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// #endif
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#ifdef NETHER_SHADER
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vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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// #ifdef END_SHADER
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// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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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 = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
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return FogColor + TorchLight ;
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}
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#endif
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#ifdef END_SHADER
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vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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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;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
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// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
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vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
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// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
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vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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}
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// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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// }
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#endif
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// #endif
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#ifdef FALLBACK_SHADER
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vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
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// #ifdef FALLBACK_SHADER
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// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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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;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
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// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
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float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
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// vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
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vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
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// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
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// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
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// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
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return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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}
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#endif
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// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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// }
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// #endif
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