// 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){ 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) / 30.0; SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision)); } #ifdef OVERWORLD_SHADER 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; } #endif #ifdef NETHER_SHADER vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){ 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; 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 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ); return TorchLight + AmbientLight;// + AmbientLight + FogTint; } #endif #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 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); return TorchLight + AmbientLight;// + AmbientLight + FogTint; } #endif