vec3 GetMinimumLighting(float lightmapYM, vec3 playerPos) { float fadeMinLightDistance = 1.0; #if DISTANCE_MIN_LIGHT > 0 float blockMinLightFadeDistance = 250; float distMinLightIntensity = DISTANCE_MIN_LIGHT * 0.1; fadeMinLightDistance = max(1.0 - length(playerPos) / blockMinLightFadeDistance, 0.0); fadeMinLightDistance = exp((1.0 - fadeMinLightDistance) * -15.0 * distMinLightIntensity) * (1.0 - nightVision) + nightVision; #endif #if !defined END && CAVE_LIGHTING > 0 vec3 minLighting = vec3(0.005625 + vsBrightness * 0.043) * fadeMinLightDistance; #if CAVE_LIGHTING != 100 #define CAVE_LIGHTING_M CAVE_LIGHTING * 0.01 minLighting *= CAVE_LIGHTING_M; #endif minLighting *= vec3(0.45, 0.475, 0.6); minLighting *= 1.0 - lightmapYM; #else vec3 minLighting = vec3(0.0); #endif minLighting += nightVision * vec3(0.5, 0.5, 0.75); return minLighting; }