mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add ambient light that takes clouds into account, clean up Deferred programs, clean up unused texture calls for LUT, make sure fog and stuff are all using the right LUT colors. fix clouds not being in reflections
thats a good days work
This commit is contained in:
@ -10,31 +10,18 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
|
||||
// Lightmap.x = 0.0;
|
||||
// Lightmap.y = 1.0;
|
||||
|
||||
|
||||
// old torchlight curves
|
||||
// vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap.x,0.0,1.0) ,0.1),2);
|
||||
// TorchLight = clamp(exp(TorchLight * 30) - 1.0,0.0,5.0);
|
||||
// TorchLight *= TORCH_AMOUNT;
|
||||
|
||||
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;
|
||||
|
||||
// old skylight curves
|
||||
// SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
|
||||
// vec3 SkyLight = max(SkyColor * min(pow(Lightmap.y,3.0),1.0), vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
|
||||
|
||||
SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
|
||||
|
||||
SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ;
|
||||
// SkyColor += vec3(0.7,0.9,1.0) * skyLightDir * lightningFlash;
|
||||
|
||||
SkyColor += vec3(Lightning_R,Lightning_G,Lightning_B) * 25.0 * skyLightDir * lightningFlash ;
|
||||
|
||||
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));
|
||||
|
||||
|
||||
|
||||
return SkyLight * skyLightDir + TorchLight;
|
||||
}
|
||||
|
||||
@ -53,8 +40,6 @@ vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, ve
|
||||
|
||||
vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
|
||||
|
||||
|
||||
|
||||
vec3 LavaGlow = vec3(TORCH_R,TORCH_G,TORCH_B);
|
||||
LavaGlow *= pow(clamp(1.0-max(Normal.y,0.0) + dot(Normal,np3),0.0,1.0),3.0);
|
||||
LavaGlow *= clamp(exp2(-max((WorldPos.y - 50.0) / 5,0.0)),0.0,1.0);
|
||||
|
Reference in New Issue
Block a user