lightmap.fsh
0 B
Empty File
#version 150
uniform float AmbientLightFactor;
uniform float SkyFactor;
uniform float BlockFactor;
uniform int UseBrightLightmap;
uniform vec3 SkyLightColor;
uniform float NightVisionFactor;
uniform float DarknessScale;
uniform float DarkenWorldFactor;
uniform float BrightnessFactor;
in vec2 texCoord;
out vec4 fragColor;
float get_brightness(float level) {
float curved_level = level / (4.0 - 3.0 * level);
return mix(curved_level, 1.0, AmbientLightFactor);
}
vec3 notGamma(vec3 x) {
vec3 nx = 1.0 - x;
return 1.0 - nx * nx * nx * nx;
}
void main() {
float block_brightness = get_brightness(floor(texCoord.x * 16) / 15) * BlockFactor;
float sky_brightness = get_brightness(floor(texCoord.y * 16) / 15) * SkyFactor;
// cubic nonsense, dips to yellowish in the middle, white when fully saturated
vec3 color = vec3(
block_brightness,
block_brightness * ((block_brightness * 0.6 + 0.4) * 0.6 + 0.4),
block_brightness * (block_brightness * block_brightness * 0.6 + 0.4)
);
if (UseBrightLightmap != 0) {
color = mix(color, vec3(0.99, 1.12, 1.0), 0.25);
color = clamp(color, 0.0, 1.0);
} else {
color += SkyLightColor * sky_brightness;
color = mix(color, vec3(0.75), 0.04);
vec3 darkened_color = color * vec3(0.7, 0.6, 0.6);
color = mix(color, darkened_color, DarkenWorldFactor);
}
if (NightVisionFactor > 0.0) {
// scale up uniformly until 1.0 is hit by one of the colors
float max_component = max(color.r, max(color.g, color.b));
if (max_component < 1.0) {
vec3 bright_color = color / max_component;
color = mix(color, bright_color, NightVisionFactor);
}
}
if (UseBrightLightmap == 0) {
color = clamp(color - vec3(DarknessScale), 0.0, 1.0);
}
vec3 notGamma = notGamma(color);
color = mix(color, notGamma, BrightnessFactor);
color = mix(color, vec3(0.75), 0.04);
color = clamp(color, 0.0, 1.0);
fragColor = vec4(color, 1.0);
}