#ifdef IS_LPV_ENABLED vec3 GetHandLight(const in int itemId, const in vec3 playerPos, const in vec3 normal) { vec3 lightFinal = vec3(0.0); vec3 lightColor = vec3(0.0); float lightRange = 0.0; uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg; vec4 lightColorRange = unpackUnorm4x8(blockData.r); lightColor = srgbToLinear(lightColorRange.rgb); lightRange = lightColorRange.a * 255.0; if (lightRange > 0.0) { float lightDist = length(playerPos); vec3 lightDir = playerPos / lightDist; float NoL = 1.0;//max(dot(normal, lightDir), 0.0); float falloff = pow(1.0 - lightDist / lightRange, 3.0); lightFinal = lightColor * NoL * max(falloff, 0.0); } return lightFinal; } #endif vec3 doBlockLightLighting( vec3 lightColor, float lightmap, float exposureValue, vec3 playerPos, vec3 lpvPos ){ lightmap = clamp(lightmap,0.0,1.0); float lightmapBrightspot = min(max(lightmap-0.7,0.0)*3.3333,1.0); lightmapBrightspot *= lightmapBrightspot*lightmapBrightspot; float lightmapLight = 1.0-sqrt(1.0-lightmap); lightmapLight *= lightmapLight; float lightmapCurve = mix(lightmapLight, 2.5, lightmapBrightspot); vec3 blockLight = lightmapCurve * lightColor; #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store vec4 lpvSample = SampleLpvLinear(lpvPos); #ifdef VANILLA_LIGHTMAP_MASK lpvSample.rgb *= lightmapCurve; #endif vec3 lpvBlockLight = GetLpvBlockLight(lpvSample); // create a smooth falloff at the edges of the voxel volume. float fadeLength = 10.0; // in meters vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0); float voxelRangeFalloff = cubicRadius.x*cubicRadius.y*cubicRadius.z; voxelRangeFalloff = 1.0 - pow(1.0-pow(voxelRangeFalloff,1.5),3.0); // outside the voxel volume, lerp to vanilla lighting as a fallback blockLight = mix(blockLight, lpvSample.rgb, voxelRangeFalloff); #ifdef Hand_Held_lights // create handheld lightsources const vec3 normal = vec3(0.0); // TODO if (heldItemId > 0) blockLight += GetHandLight(heldItemId, playerPos, normal); if (heldItemId2 > 0) blockLight += GetHandLight(heldItemId2, playerPos, normal); #endif #endif // try to make blocklight have consistent visiblity in different light levels. // float autoBrightness = mix(0.5, 1.0, clamp(exp(-10.0*exposureValue),0.0,1.0)); // blockLight *= autoBrightness; return blockLight * TORCH_AMOUNT; } vec3 doIndirectLighting( vec3 lightColor, vec3 minimumLightColor, float lightmap ){ // float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0); // float lightmapCurve = lightmap*lightmap; float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5; vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7; // indirectLight = max(indirectLight, minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision)); indirectLight += minimumLightColor * (MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision*0.02); return indirectLight; } uniform float centerDepthSmooth; vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in vec3 normal, out vec4 flashLightSpecularData, bool hand){ vec3 shiftedViewPos = viewPos + vec3(-0.25, 0.2, 0.0); vec3 shiftedPlayerPos = mat3(gbufferModelViewInverse) * shiftedViewPos; + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition) * 3.0; shiftedViewPos = mat3(gbufferPreviousModelView) * shiftedPlayerPos + gbufferPreviousModelView[3].xyz; vec2 scaledViewPos = shiftedViewPos.xy / max(-shiftedViewPos.z - 0.5, 1e-7); float linearDistance = length(shiftedPlayerPos); float shiftedLinearDistance = length(scaledViewPos); float lightFalloff = 1.0 - clamp(1.0-linearDistance/FLASHLIGHT_RANGE, -0.999,1.0); lightFalloff = max(exp(-10.0 * lightFalloff),0.0); #if defined FLASHLIGHT_SPECULAR && (defined DEFERRED_SPECULAR || defined FORWARD_SPECULAR) float flashLightSpecular = lightFalloff * exp2(-7.0*shiftedLinearDistance*shiftedLinearDistance); flashLightSpecularData = vec4(normalize(shiftedPlayerPos), flashLightSpecular); #endif float projectedCircle = clamp(1.0 - shiftedLinearDistance*FLASHLIGHT_SIZE,0.0,1.0); float lenseDirt = texture2D(noisetex, scaledViewPos * 0.2 + 0.1).b; float lenseShape = (pow(abs(pow(abs(projectedCircle-1.0),2.0)*2.0 - 0.5),2.0) + lenseDirt*0.2) * 10.0; float offsetNdotL = clamp(dot(-normal, normalize(shiftedPlayerPos)),0,1); vec3 flashlightDiffuse = vec3(1.0) * lightFalloff * offsetNdotL * pow(1.0-pow(1.0-projectedCircle,2),2) * lenseShape; if(hand){ flashlightDiffuse = vec3(0.0); flashLightSpecularData = vec4(0.0); } #ifdef FLASHLIGHT_BOUNCED_INDIRECT float lightWidth = 1.0+linearDistance*3.0; vec3 pointPos = mat3(gbufferModelViewInverse) * (toScreenSpace(vec3(texcoord, centerDepthSmooth)) + vec3(-0.25, 0.2, 0.0)); float flashLightHitPoint = distance(pointPos, shiftedPlayerPos); float indirectFlashLight = exp(-10.0 * (1.0 - clamp(1.0-length(shiftedViewPos.xy)/lightWidth,0.0,1.0)) ); indirectFlashLight *= pow(clamp(1.0-flashLightHitPoint/lightWidth,0,1),2.0); flashlightDiffuse += albedo/150.0 * indirectFlashLight * lightFalloff; #endif return flashlightDiffuse * vec3(FLASHLIGHT_R,FLASHLIGHT_G,FLASHLIGHT_B); }