// in this here file im doing all the lighting for sunlight, ambient light, torches, for solids and translucents. uniform float nightVision; //// OVERWORLD //// #ifdef OVERWORLD 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 = max(NdotL * Shadow, SubsurfaceScattering) * SunColor; vec3 SunLight = NdotL * Shadow * SunColor; return SunLight; } #endif #ifdef NETHER //// NETHER //// 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; vec3 LavaGlow = vec3(TORCH_R,TORCH_G,TORCH_B); LavaGlow *= pow(clamp(1.0-max(Normal.y,0.0) + dot(Normal,np3),0.0,1.0),3.0); LavaGlow *= clamp(exp2(-max((WorldPos.y - 50.0) / 5,0.0)),0.0,1.0); LavaGlow *= pow(Lightmap,0.2); FogColor = max(FogColor, vec3(0.05) * (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ); return FogColor + TorchLight ; } #endif #ifdef END //// END //// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){ // vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0); // vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2); // TorchLight = exp(TorchLight * 30) - 1.0; 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 = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1; // vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)) * (vec3(0.5,0.75,1.0) * 0.05); // vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)*0.5) * FogColor; // vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5; vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05; vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) ); return TorchLight + AmbientLight + FogTint; } #endif