vec3 DoAmbientLightColor( vec3 lpvPos, vec3 SkyColor, vec3 MinimumColor, vec3 TorchColor, vec2 Lightmap, float Exposure ){ // Lightmap = vec2(0.0,1.0); 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 * 0.7, MinimumLight); // do torch lighting float TorchLM = pow(1.0-sqrt(1.0-clamp(Lightmap.x,0.0,1.0)),2.0) * 2.0; float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*Exposure),0.0,1.0)) ; vec3 TorchLight = TorchColor * TorchLM * TORCH_AMOUNT ; #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store vec4 lpvSample = SampleLpvLinear(lpvPos); vec3 LpvTorchLight = GetLpvBlockLight(lpvSample); // TODO: needs work, just binary transition for now // float LpvFadeF = clamp(lpvPos, vec3(0.0), LpvSize3 - 1.0) == lpvPos ? 1.0 : 0.0; // i gotchu float fadeLength = 10.0; // in blocks vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0); float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z; LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :) TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF) ; #endif return IndirectLight + TorchLight * TorchBrightness_autoAdjust; } 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); }