Files
2026-05-07 21:38:27 +03:00

26 lines
1015 B
GLSL

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;
}