mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 16:52:38 +08:00
add RTAO and SSGI in the nether and end
This commit is contained in:
@ -2,6 +2,19 @@
|
||||
|
||||
uniform float nightVision;
|
||||
|
||||
void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
|
||||
|
||||
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;
|
||||
|
||||
|
||||
SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
|
||||
|
||||
SkyLight = (SkyLight * ambient_brightness) / 10.0;
|
||||
SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
|
||||
}
|
||||
|
||||
//// OVERWORLD ////
|
||||
#ifdef OVERWORLD
|
||||
vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
|
||||
@ -18,20 +31,8 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
|
||||
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;
|
||||
return SkyLight * skyLightDir + TorchLight;
|
||||
}
|
||||
|
||||
void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, inout vec3 TorchLight, inout vec3 SkyLight){
|
||||
|
||||
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;
|
||||
|
||||
SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
|
||||
|
||||
SkyLight = max((SkyLight * ambient_brightness) / 10.0, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
|
||||
}
|
||||
|
||||
vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
|
||||
|
||||
// vec3 SunLight = max(NdotL * Shadow, SubsurfaceScattering) * SunColor;
|
||||
|
Reference in New Issue
Block a user