vec3 DoAmbientLightColor( vec3 SkyColor, vec3 MinimumColor, vec3 TorchColor, vec2 Lightmap ){ float LightLevelZero = clamp(pow(eyeBrightnessSmooth.y/240. + Lightmap.y,2.0) ,0.0,1.0); // do sky lighting. float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; vec3 MinimumLight = MinimumColor * (MIN_LIGHT_AMOUNT*0.01 + nightVision); vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight); // do torch lighting. // 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; float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5); vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333))); return IndirectLight + TorchLight; } vec4 RT_AmbientLight( vec3 TorchColor, vec2 Lightmap ){ float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5; 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; vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM; return vec4(TorchLight, skyLM); }