Files
Reimagined/shaderpacks/Reimagined - High/shaders/lib/lighting/mainLighting.glsl
T
2026-05-07 21:38:27 +03:00

817 lines
37 KiB
GLSL

#include "/lib/shaderSettings/mainLighting.glsl"
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
#include "/lib/shaderSettings/shadowMainLighting.glsl"
#include "/lib/shaderSettings/endFlash.glsl"
#ifdef AURORA_INFLUENCE
#include "/lib/atmospherics/auroraBorealis.glsl"
#endif
//Lighting Includes//
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/lighting/ggx.glsl"
#include "/lib/lighting/minimumLighting.glsl"
#if SHADOW_QUALITY > -1 && (defined OVERWORLD || defined END)
#include "/lib/lighting/shadowSampling.glsl"
#endif
#if HELD_LIGHTING_MODE >= 1
#include "/lib/lighting/heldLighting.glsl"
#endif
#ifdef CLOUD_SHADOWS
#include "/lib/lighting/cloudShadows.glsl"
#endif
#ifdef LIGHT_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#if defined MOON_PHASE_INF_LIGHT || defined MOON_PHASE_INF_REFLECTION
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#if COLORED_LIGHTING_INTERNAL > 0
#include "/lib/voxelization/lightVoxelization.glsl"
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
#define ENDCRYSTAL_SAMPLER_DEFINE
uniform isampler2D endcrystal_sampler;
#endif
vec3 highlightColor = normalize(pow(lightColor, vec3(0.37))) * (0.3 + 1.5 * sunVisibility2) * (1.0 - 0.85 * rainFactor);
//Lighting//
void DoLighting(inout vec4 color, inout vec3 shadowMult, vec3 playerPos, vec3 viewPos, float lViewPos, vec3 geoNormal, vec3 normalM, float dither,
vec3 worldGeoNormal, vec2 lightmap, bool noSmoothLighting, bool noDirectionalShading, bool noVanillaAO,
bool centerShadowBias, int subsurfaceMode, float smoothnessG, float highlightMult, float emission, inout float purkinjeOverwrite, bool isLightSource,
inout float enderDragonDead) {
#ifdef WORLD_CURVATURE
playerPos.y += doWorldCurvature(playerPos.xz);
#endif
vec2 oldLightmap = lightmap.xy;
#ifdef DO_PIXELATION_EFFECTS
vec2 pixelationOffset = ComputeTexelOffset(tex, texCoord);
#if defined PIXELATED_SHADOWS || defined PIXELATED_BLOCKLIGHT
vec3 playerPosPixelated = TexelSnap(playerPos, pixelationOffset);
#endif
#ifdef PIXELATED_SHADOWS
#ifdef GBUFFERS_ENTITIES
if (entityId == 50076) { // Boats
playerPosPixelated.y += 0.38; // consistentBOAT2176
}
#endif
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode == 1) {
playerPosPixelated.y += 0.05; // Fixes grounded foliage having dark bottom pixels depending on the random y-offset
}
#endif
#endif
#ifdef PIXELATED_BLOCKLIGHT
if (!noSmoothLighting) {
lightmap = clamp(TexelSnap(lightmap, pixelationOffset), 0.0, 1.0);
}
#endif
#endif
float NdotN = dot(normalM, northVec);
float absNdotN = abs(NdotN);
float NdotE = dot(normalM, eastVec);
float absNdotE = abs(NdotE);
float NdotL = dot(normalM, lightVec);
float lightmapY2 = pow2(lightmap.y);
float lightmapYM = smoothstep1(lightmap.y);
float subsurfaceHighlight = 0.0;
float ambientMult = 1.0;
vec3 subsurfaceColor = vec3(1.0);
#if defined AURORA_INFLUENCE && !(defined DEFERRED1 || defined COMPOSITE1)
ambientColor = getAuroraAmbientColor(ambientColor, viewPos, 0.035, AURORA_TERRAIN_INFLUENCE_INTENSITY, 0.9);
#endif
#if BLOOD_MOON > 0
float bloodMoonFactor = getBloodMoon(sunVisibility);
lightColor *= 1.0 + bloodMoonFactor * vec3(0.6, -0.3, -0.3);
ambientColor *= 1.0 + bloodMoonFactor * vec3(0.6, -0.3, -0.3);
subsurfaceColor = mix(vec3(1.0), vec3(1.3, 0.2, 0.2), bloodMoonFactor);
#endif
vec3 lightColorM = lightColor;
vec3 ambientColorM = ambientColor;
vec3 nViewPos = normalize(viewPos);
#if defined LIGHT_COLOR_MULTS && !defined GBUFFERS_WATER // lightColorMult is defined early in gbuffers_water
lightColorMult = GetLightColorMult();
#endif
vec2 lightningAdd = vec2(0);
vec2 deathFlashAdd = vec2(0);
vec3 lightningPos = vec3(0);
#ifdef RAIN_ATMOSPHERE
float lightningDistance = 550.0;
lightningPos = getLightningPos(playerPos, lightningBoltPosition.xyz, false);
float lightningFadeOut = max(1.0 - length(lightningPos) / lightningDistance, 0.0);
float lightningFadeOutExp = exp((1.0 - lightningFadeOut) * -15.0);
vec3 normalLightning = mat3(gbufferModelViewInverse) * mix(geoNormal, normalM, 0.25);
float lightningNormalGradient = 0.12;
if (subsurfaceMode == 1) lightningNormalGradient = mix(lightningNormalGradient, 0.45, lightningFadeOutExp);
lightningAdd = (lightningFlashEffect(lightningPos, normalLightning, lightningDistance, lightningNormalGradient, subsurfaceMode) * 10.0 + mix(0.1, 0.0 , lightningFadeOut)) * isLightningActive();
ambientColorM += lightningAdd.x;
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
vec3 dragonPosition = vec3(0, 80, 0) - cameraPosition;
int isDying = texelFetch(endcrystal_sampler, ivec2(35, 0), 0).r;
float dragonDeathFactor = 0.0001 * isDying;
float deathFadeFactor = exp(-3.0 * (1.0 - dragonDeathFactor)) * dragonDeathFactor;
if (dragonDeathFactor < 0.99) {
vec3 normalMDeath = mat3(gbufferModelViewInverse) * mix(geoNormal, normalM, 0.5);
vec3 deathFlashPos = getLightningPos(playerPos, dragonPosition, true);
float effectDistance = 800.0;
deathFlashAdd = lightningFlashEffect(deathFlashPos, normalMDeath, effectDistance, 0.0, subsurfaceMode) * 35.0 * deathFadeFactor;
ambientColorM *= mix(1.0, 0.0, deathFadeFactor) + deathFlashAdd.x * saturateColors(sqrt(endOrangeCol), 0.5);
purkinjeOverwrite = 1.0 * deathFlashAdd.y;
}
#endif
#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900 && (defined GBUFFERS_BLOCK || defined GBUFFERS_ENTITIES || defined GBUFFERS_TERRAIN || defined GBUFFERS_HAND || defined GBUFFERS_WATER)
enderDragonDead = 1.0 - texelFetch(colortex5, ivec2(viewWidth-1, viewHeight-1), 0).a;
vec3 endCenterCol = saturateColors(vec3(END_CENTER_LIGHTING_R, END_CENTER_LIGHTING_G, END_CENTER_LIGHTING_B) * 0.8, 1.1);
vec3 endCenterPos = vec3(0.5, 60.5, 0.5) - (playerPos + cameraPositionBest);
endCenterPos.y *= 0.66; // Make it a pill-shaped point light
float rawDistance = length(endCenterPos);
float endCenterLightDist = exp(-rawDistance * 0.22);
float endCenterTimeNoise = frameTimeCounter * 0.075;
// Get the direction of the noise
float centerDistance = max(abs(endCenterPos.x), abs(endCenterPos.z)); // Square distance
float angleOffset = endCenterTimeNoise * 0.75;
vec2 rotatingDir = vec2(cos(angleOffset), sin(angleOffset));
float blendFactor = smoothstep(0.5, 3.0, centerDistance); // Prevent artifacts at the center by creating square shape
vec2 normalizedDir = mix(rotatingDir, normalize(endCenterPos.xz), blendFactor); // Blend square shape
vec2 endCenterNoiseBase = endCenterPos.xz * 0.03 + endCenterPos.y * 0.015;
vec2 endCenterNoisePos = endCenterNoiseBase - normalizedDir * 0.3 + endCenterTimeNoise * 0.15;
float endCenterIntensityNoise = texture2DLod(noisetex, endCenterNoisePos, 0.0).r;
float endCenterNoiseVariation = sin(endCenterTimeNoise * 6.0 + dot(endCenterPos.xy, endCenterPos.yz) * 0.01);
float endCenterNoiseIntensity = 0.7 + 0.35 * endCenterIntensityNoise + 0.2 * endCenterNoiseVariation;
// Hybrid lighting calculation - directional for walls, ambient for floors
vec3 transformedNormal = mat3(gbufferModelViewInverse) * normalM;
float normalDot = clamp01(dot(normalize(endCenterPos), transformedNormal));
float isFloor = clamp01(dot(transformedNormal, vec3(0.0, 1.0, 0.0)) * 2.0);
// Strong directional lighting for walls, softer lighting for floors
float directionalFactor = normalDot * 1.3;
float floorFactor = 0.6 + 0.25 * normalDot;
float endCenterLight = endCenterLightDist * mix(directionalFactor, floorFactor, isFloor);
ambientColorM += endCenterLight * endCenterCol * endCenterNoiseIntensity * 5.0 * enderDragonDead;
#else
enderDragonDead = 1.0;
#endif
int oldSubsurfaceMode = subsurfaceMode;
#if SSS_STRENGTH == 0
subsurfaceMode = 0;
#endif
#ifdef OVERWORLD
float skyLightShadowMult = pow2(pow2(lightmapY2));
#else
float skyLightShadowMult = 1.0;
#endif
#if defined CUSTOM_PBR || defined GENERATED_NORMALS
float NPdotU = abs(dot(geoNormal, upVec));
#endif
// Shadows
#if defined OVERWORLD || defined END
#ifdef GBUFFERS_WATER
//NdotL = mix(NdotL, 1.0, 1.0 - color.a);
#endif
#ifdef CUSTOM_PBR
float geoNdotL = dot(geoNormal, lightVec);
float geoNdotLM = geoNdotL > 0.0 ? geoNdotL * 10.0 : geoNdotL;
NdotL = min(geoNdotLM, NdotL);
NdotL *= 1.0 - 0.7 * (1.0 - pow2(pow2(NdotUmax0))) * NPdotU;
#endif
#if SHADOW_QUALITY == -1 && defined GBUFFERS_TERRAIN
if (subsurfaceMode == 1) {
NdotU = 1.0;
NdotUmax0 = 1.0;
NdotL = dot(upVec, lightVec);
} else if (subsurfaceMode == 2) {
highlightMult *= NdotL;
NdotL = mix(NdotL, 1.0, 0.35);
}
subsurfaceMode = 0;
#endif
float NdotLmax0 = max0(NdotL);
float NdotLM = NdotLmax0 * 0.9999;
#ifdef GBUFFERS_TEXTURED
NdotLM = 1.0;
#else
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode != 0) {
#if defined CUSTOM_PBR && defined POM && POM_QUALITY >= 128 && POM_LIGHTING_MODE == 2
shadowMult *= max(pow2(pow2(dot(normalM, geoNormal))), sqrt2(NdotLmax0));
#endif
NdotLM = 1.0;
}
#ifdef SIDE_SHADOWING
else
#endif
#endif
#ifdef SIDE_SHADOWING
NdotLM = max0(NdotL + 0.4) * 0.714;
#ifdef END
NdotLM = sqrt3(NdotLM);
#endif
#endif
#endif
#if ENTITY_SHADOW == -1 && defined GBUFFERS_ENTITIES || ENTITY_SHADOW <= 1 && defined GBUFFERS_BLOCK
lightColorM = mix(lightColorM * 0.75, ambientColorM, 0.5 * pow2(pow2(1.0 - NdotLM)));
NdotLM = NdotLM * 0.75 + 0.25;
#endif
if (shadowMult.r > 0.00001) {
#if SHADOW_QUALITY > -1
if (NdotLM > 0.0001) {
vec3 shadowMultBeforeLighting = shadowMult;
#if !defined DH_TERRAIN && !defined DH_WATER
float shadowLength = shadowDistance * 0.9166667 - lViewPos; //consistent08JJ622
#else
float shadowLength = 0.0;
#endif
if (shadowLength > 0.000001) {
#if SHADOW_SMOOTHING == 4 || SHADOW_QUALITY == 0
float offset = 0.00098;
#elif SHADOW_SMOOTHING == 3
float offset = 0.00075;
#elif SHADOW_SMOOTHING == 2
float offset = 0.0005;
#elif SHADOW_SMOOTHING == 1
float offset = 0.0003;
#endif
vec3 playerPosM = playerPos;
vec3 centerPlayerPos = floor(playerPos + cameraPosition + worldGeoNormal * 0.01) - cameraPosition + 0.5;
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
playerPosM = playerPosPixelated;
offset *= 0.75;
#endif
// Fix light leaking in caves //
#ifdef GBUFFERS_TERRAIN
if (centerShadowBias || subsurfaceMode == 1) {
#ifdef OVERWORLD
playerPosM = mix(centerPlayerPos, playerPosM, 0.5 + 0.5 * lightmapYM);
#endif
} else {
float centerFactor = max(glColor.a, lightmapYM);
#if defined PERPENDICULAR_TWEAKS && SHADOW_QUALITY >= 2 && !defined DH_TERRAIN
// Fake Variable Penumbra Shadows
// Making centerFactor also work in daylight if AO gradient is facing towards sun
if (geoNdotU > 0.99) {
float dFdxGLCA = dFdx(glColor.a);
float dFdyGLCA = dFdy(glColor.a);
if (abs(dFdxGLCA) + abs(dFdyGLCA) > 0.00001) {
vec3 aoGradView = dFdxGLCA * normalize(dFdx(playerPos.xyz))
+ dFdyGLCA * normalize(dFdy(playerPos.xyz));
if (dot(normalize(aoGradView.xz), normalize(ViewToPlayer(lightVec).xz)) < 0.3 + 0.4 * dither)
if (dot(lightVec, upVec) < 0.99999) centerFactor = sqrt1(max0(glColor.a - 0.55) / 0.45);
}
}
#endif
playerPosM = mix(playerPosM, centerPlayerPos, 0.2 * (1.0 - pow2(pow2(centerFactor))));
}
#elif defined GBUFFERS_HAND
playerPosM = mix(vec3(0.0), playerPosM, 0.2 + 0.8 * lightmapYM);
#elif defined GBUFFERS_TEXTURED
playerPosM = mix(centerPlayerPos, playerPosM + vec3(0.0, 0.02, 0.0), lightmapYM);
#else
playerPosM = mix(playerPosM, centerPlayerPos, 0.2 * (1.0 - lightmapYM));
#endif
// Shadow bias without peter-panning //
#ifndef GBUFFERS_TEXTURED
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode != 1)
#endif
{
float distanceBias = pow(dot(playerPos, playerPos), 0.75);
distanceBias = 0.12 + 0.0008 * distanceBias;
vec3 bias = worldGeoNormal * distanceBias * (2.0 - 0.95 * NdotLmax0); // 0.95 fixes pink petals noon shadows
#if defined GBUFFERS_TERRAIN && !defined DH_TERRAIN
if (subsurfaceMode == 2) {
bias *= vec3(0.0, 0.0, -0.5);
bias.z += 0.25 * signMidCoordPos.x * NdotE;
}
#endif
playerPosM += bias;
}
#endif
vec3 shadowPos = GetShadowPos(playerPosM);
bool leaves = false;
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode == 0) {
#if defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
offset *= 1.0 + pow2(absNdotN);
#endif
} else {
float VdotL = dot(nViewPos, lightVec);
float lightFactor = pow(max(VdotL, 0.0), 10.0) * float(isEyeInWater == 0);
if (subsurfaceMode == 1) {
offset = 0.0005235 * lightmapYM + 0.0009765;
shadowPos.z -= max(NdotL * 0.0001, 0.0) * lightmapYM;
subsurfaceHighlight = lightFactor * 0.8;
#ifndef SHADOW_FILTERING
shadowPos.z -= 0.0002;
#endif
} else if (subsurfaceMode == 2) {
leaves = true;
offset = 0.0005235 * lightmapYM + 0.0009765;
shadowPos.z -= 0.000175 * lightmapYM;
subsurfaceHighlight = lightFactor * 0.6;
#ifndef SHADOW_FILTERING
NdotLM = mix(NdotL, NdotLM, 0.5);
#endif
} else {
}
}
#endif
int shadowSampleBooster = int(subsurfaceMode > 0 && lViewPos < 10.0);
#if SHADOW_QUALITY == 0
int shadowSamples = 0; // We don't use SampleTAAFilteredShadow on Shadow Quality 0
#elif SHADOW_QUALITY == 1
int shadowSamples = 1 + shadowSampleBooster;
#elif SHADOW_QUALITY == 2 || SHADOW_QUALITY == 3
int shadowSamples = 2 + 2 * shadowSampleBooster;
#elif SHADOW_QUALITY == 4
int shadowSamples = 4 + 4 * shadowSampleBooster;
#elif SHADOW_QUALITY == 5
int shadowSamples = 8 + 8 * shadowSampleBooster;
#endif
shadowMult *= GetShadow(shadowPos, lightmap.y, offset, shadowSamples, leaves);
}
float shadowSmooth = 16.0;
if (shadowLength < shadowSmooth) {
float shadowMixer = max0(shadowLength / shadowSmooth);
#ifdef GBUFFERS_TERRAIN
if (subsurfaceMode != 0) {
float shadowMixerM = pow2(shadowMixer);
if (subsurfaceMode == 1) skyLightShadowMult *= mix(0.6 + 0.3 * pow2(noonFactor), 1.0, shadowMixerM);
else skyLightShadowMult *= mix(NdotL * 0.4999 + 0.5, 1.0, shadowMixerM);
subsurfaceHighlight *= shadowMixer;
}
#endif
shadowMult = mix(vec3(skyLightShadowMult * shadowMultBeforeLighting), shadowMult, shadowMixer);
}
}
#else
shadowMult *= skyLightShadowMult;
#endif
#ifdef CLOUD_SHADOWS
shadowMult *= GetCloudShadow(playerPos);
#endif
shadowMult *= max(NdotLM * shadowTime, 0.0);
}
#ifdef GBUFFERS_WATER
else { // Low Quality Water
shadowMult = vec3(pow2(lightmapY2) * max(NdotLM * shadowTime, 0.0));
}
#endif
#endif
#ifdef END_FLASH_SHADOW_INTERNAL
shadowMult = mix(vec3(1.0), (shadowMult) * 2.0, endFlashIntensity);
#endif
// Blocklight
float lightmapXM;
#if defined LIGHTMAP_CURVES && !defined GBUFFERS_TEXTURED
if (!noSmoothLighting || oldSubsurfaceMode > 0 && !isLightSource) {
float lx4 = pow2(pow2(lightmap.x));
float lx8 = pow2(lx4);
float vsBrightFactor = 2.8 - 0.6 * vsBrightness + XLIGHT_CURVE;
float transitionFactor = ((UPPER_LIGHTMAP_CURVE * 0.1 + 0.9) - 1.0) *
mix(1.0, 10.0, float(int(max(0.0, UPPER_LIGHTMAP_CURVE - 0.01))));
float transitions = (pow2(lx8) * (10 - vsBrightness) * 2 +
lx8 * (2.8 + XLIGHT_CURVE - vsBrightness) * 0.8 +
lx4 * (2.8 + XLIGHT_CURVE - vsBrightness * 0.7)) * transitionFactor;
float lightmapXMSteep = max(0.0, pow2(pow2(lightmap.x * lightmap.x)) * vsBrightFactor + transitions);
float lightmapXMCalm = lightmap.x * (2.8 - XLIGHT_CURVE + 0.6 * vsBrightness) * LOWER_LIGHTMAP_CURVE;
lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25);
} else {
float xLightCurveM = XLIGHT_CURVE > 0.999 ? XLIGHT_CURVE : sqrt2(XLIGHT_CURVE);
lightmapXM = pow(lightmap.x, 3.0 * xLightCurveM) * 10.0 * pow(lightmap.x, pow2(UPPER_LIGHTMAP_CURVE)) * UPPER_LIGHTMAP_CURVE * (UPPER_LIGHTMAP_CURVE * 0.7 + 0.3);
}
#else
if (!noSmoothLighting) {
float lightmapXMSteep = pow2(pow2(lightmap.x * lightmap.x)) * (2.8 - 0.6 * vsBrightness + XLIGHT_CURVE);
float lightmapXMCalm = lightmap.x * (2.8 + 0.6 * vsBrightness - XLIGHT_CURVE);
lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25);
} else {
float xLightCurveM = XLIGHT_CURVE > 0.999 ? XLIGHT_CURVE : sqrt2(XLIGHT_CURVE);
lightmapXM = pow(lightmap.x, 3.0 * xLightCurveM) * 10.0;
}
#endif
float daylightFactor = lightmapYM * invRainFactor * sunVisibility;
emission *= 1.0 - 0.25 * daylightFactor; // Less emission under direct skylight
#ifdef GBUFFERS_TEXTURED
lightmapXM *= 1.5 - 0.5 * daylightFactor; // Brighter lit particles
#endif
#if defined DIRECTIONAL_LIGHTMAP_NORMALS && (defined GBUFFERS_TERRAIN || defined GBUFFERS_WATER || defined GBUFFERS_BLOCK)
if (oldLightmap.x > 0.035) { // very specific value, do not change
float lightmapDir = lightmapXM;
#ifdef USE_FINE_DERIVATIVES
vec2 dFdBlock = vec2(dFdxFine(oldLightmap.x), dFdyFine(oldLightmap.x)); // Get higher precision derivatives when available
#else
vec2 dFdBlock = vec2(dFdx(oldLightmap.x), dFdy(oldLightmap.x));
#endif
vec3 blockLightDir;
if (length(dFdBlock) < 1e-6) {
vec3 blockCenterPos = floor(playerPos + cameraPosition + 0.001 * worldGeoNormal) - cameraPosition + 0.5; // + 0.001 fixes percision issues
blockLightDir = blockCenterPos - worldGeoNormal * dot(worldGeoNormal, blockCenterPos - playerPos) - playerPos;
blockLightDir = mat3(gbufferModelView) * blockLightDir;
} else {
#ifdef USE_FINE_DERIVATIVES
blockLightDir = dFdxFine(viewPos) * dFdBlock.x + dFdyFine(viewPos) * dFdBlock.y; // Get higher precision derivatives when available
#else
blockLightDir = dFdx(viewPos) * dFdBlock.x + dFdy(viewPos) * dFdBlock.y;
#endif
}
float dotNormal = dot(normalize(blockLightDir), normalM);
lightmapDir *= pow(dotNormal + 1.0, DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW + 0.25);
lightmapXM = mix(lightmapXM, lightmapDir, 0.01 * max0(100.0 - lViewPos));
}
#endif
#if BLOCKLIGHT_FLICKERING > 0
vec2 flickerNoiseBlock = texture2DLod(noisetex, vec2(frameTimeCounter * 0.06), 0.0).rb;
lightmapXM *= mix(1.0, min1(max(flickerNoiseBlock.r, flickerNoiseBlock.g) * 1.7), pow2(BLOCKLIGHT_FLICKERING * 0.1));
#endif
#ifdef RANDOM_BLOCKLIGHT
float RandR = texture2DLod(noisetex, 0.00016 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz), 0.0).r * XLIGHT_R;
float RandG = texture2DLod(noisetex, 0.00029 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz), 0.0).r * XLIGHT_G;
float RandB = texture2DLod(noisetex, 0.00034 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz), 0.0).r * XLIGHT_B;
blocklightCol = vec3(RandR, RandG, RandB) * 0.875;
#endif
vec3 blockLighting = lightmapXM * blocklightCol;
#if COLORED_LIGHTING_INTERNAL > 0
// Prepare
#if defined GBUFFERS_HAND
vec3 voxelPos = SceneToVoxel(vec3(0.0));
#elif defined GBUFFERS_TEXTURED
vec3 voxelPos = SceneToVoxel(playerPos);
#else
vec3 voxelPos = SceneToVoxel(playerPos);
voxelPos = voxelPos + worldGeoNormal * 0.55; // should be close to 0.5 for ACT_CORNER_LEAK_FIX but 0.5 makes slabs flicker
#endif
vec3 specialLighting = vec3(0.0);
vec4 lightVolume = vec4(0.0);
if (CheckInsideVoxelVolume(voxelPos)) {
vec3 voxelPosM = clamp01(voxelPos / vec3(voxelVolumeSize));
lightVolume = GetLightVolume(voxelPosM);
lightVolume = sqrt(lightVolume);
specialLighting = lightVolume.rgb;
}
// Add extra articial light for blocks that request it
lightmapXM = max(lightmapXM, mix(lightmapXM, 10.0, lightVolume.a));
specialLighting *= 1.0 + 50.0 * lightVolume.a;
purkinjeOverwrite += 17.0 * lightVolume.a;
// Color Balance
specialLighting = lightmapXM * 0.13 * DoLuminanceCorrection(specialLighting + blocklightCol * 0.05);
// Add some extra non-contrasty detail
AddSpecialLightDetail(specialLighting, color.rgb, emission);
#if COLORED_LIGHT_SATURATION != 100
specialLighting = mix(blockLighting, specialLighting, COLORED_LIGHT_SATURATION * 0.01);
#endif
// Serve with distance fade
vec3 absPlayerPosM = abs(playerPos);
#if COLORED_LIGHTING_INTERNAL <= 512
absPlayerPosM.y *= 2.0;
#elif COLORED_LIGHTING_INTERNAL == 768
absPlayerPosM.y *= 3.0;
#elif COLORED_LIGHTING_INTERNAL == 1024
absPlayerPosM.y *= 4.0;
#endif
float maxPlayerPos = max(absPlayerPosM.x, max(absPlayerPosM.y, absPlayerPosM.z));
float blocklightDecider = pow2(min1(maxPlayerPos / effectiveACTdistance * 2.0));
//if (heldItemId != 40000 || heldItemId2 == 40000) // Hold spider eye to see vanilla lighting
blockLighting = mix(specialLighting, blockLighting, blocklightDecider);
//if (heldItemId2 == 40000 && heldItemId != 40000) blockLighting = lightVolume.rgb; // Hold spider eye to see light volume
#endif
#if defined END && END_CENTER_LIGHTING > 0 && MC_VERSION >= 10900 && defined END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT && (defined GBUFFERS_BLOCK || defined GBUFFERS_ENTITIES || defined GBUFFERS_TERRAIN || defined GBUFFERS_HAND)
blockLighting = mix(blockLighting, lightmapXM * clamp01(saturateColors(endCenterCol, 1.3)), clamp01(endCenterLightDist) * enderDragonDead);
#endif
#if HELD_LIGHTING_MODE >= 1
#if !defined DO_PIXELATION_EFFECTS || !defined PIXELATED_BLOCKLIGHT
vec3 playerPosForHeldLighting = playerPos;
#else
vec3 playerPosForHeldLighting = playerPosPixelated;
#endif
vec3 heldLighting = GetHeldLighting(playerPosForHeldLighting, color.rgb, emission, worldGeoNormal, normalM, viewPos);
#ifdef GBUFFERS_HAND
blockLighting *= 0.5;
heldLighting *= 2.0;
#endif
#endif
vec3 minLighting = GetMinimumLighting(lightmapYM, playerPos);
vec3 shadowLightMult = shadowMult;
float shadowMultFloat = min1(GetLuminance(shadowMult));
// Lighting Tweaks
#ifdef OVERWORLD
ambientMult = mix(lightmapYM, pow2(lightmapYM) * lightmapYM, rainFactor);
#if SHADOW_QUALITY == -1
float tweakFactor = 1.0 + 0.6 * (1.0 - pow2(pow2(pow2(noonFactor))));
lightColorM /= tweakFactor;
ambientMult *= mix(tweakFactor, 1.0, 0.5 * NdotUmax0);
#endif
#if AMBIENT_MULT != 100
#if AMBIENT_MULT < 100
#define AMBIENT_MULT_M (AMBIENT_MULT - 100) * 0.006
vec3 shadowMultP = shadowMult / (0.1 + 0.9 * sqrt2(max0(NdotLM)));
ambientMult *= 1.0 + pow2(pow2(max0(1.0 - dot(shadowMultP, shadowMultP)))) * AMBIENT_MULT_M *
(0.5 + 0.2 * sunFactor + 0.8 * noonFactor) * (1.0 - rainFactor * 0.5);
#else
#define AMBIENT_MULT_M (AMBIENT_MULT - 100) * 0.002
shadowLightMult = mix(shadowLightMult, vec3(1.0), AMBIENT_MULT_M);
lightColorM = mix(lightColorM, GetLuminance(lightColorM) * DoLuminanceCorrection(ambientColorM), (1.0 - shadowMultFloat) * AMBIENT_MULT_M);
#endif
#endif
if (isEyeInWater != 1) {
float lxFactor = (sunVisibility2 * 0.4 + (0.6 - 0.6 * pow2(invNoonFactor))) * (6.0 - 5.0 * rainFactor);
lxFactor *= lightmapY2 + lightmapY2 * 2.0 * pow2(shadowMultFloat);
lxFactor = max0(lxFactor - emission * 1000000.0);
blockLighting *= pow(lightmapXM / 60.0 + 0.001, 0.09 * lxFactor);
// Less light in the distance / more light closer to the camera during rain or night to simulate thicker fog
float rainLF = 0.1 * rainFactor;
float lightFogTweaks = 1.0 + max0(96.0 - lViewPos) * (0.002 * (1.0 - sunVisibility2) + 0.0104 * rainLF) - rainLF;
ambientMult *= lightFogTweaks;
lightColorM *= lightFogTweaks;
}
#endif
#ifdef END
#if defined IS_IRIS && MC_VERSION >= 12109
vec3 worldEndFlashPosition = mat3(gbufferModelViewInverse) * endFlashPosition;
worldEndFlashPosition = normalize(vec3(worldEndFlashPosition.x, 0.0, worldEndFlashPosition.z));
float endFlashDirectionFactor = max0(1.0 + dot(worldGeoNormal, normalize(worldEndFlashPosition))) * 0.5;
endFlashDirectionFactor = pow2(pow2(endFlashDirectionFactor));
vec3 endFlashColor = (endOrangeCol + 0.5 * endLightColor) * endFlashIntensity * pow2(lightmapYM);
ambientColorM += endFlashColor * (0.2 * endFlashDirectionFactor);
#endif
#endif
#ifdef GBUFFERS_HAND
ambientMult *= 1.3; // To improve held map visibility
#endif
// Directional Shading
float directionShade = 1.0;
#ifdef DIRECTIONAL_SHADING
if (!noDirectionalShading) {
float absNdotE2 = pow2(absNdotE);
#if !defined NETHER
float NdotUM = 0.75 + NdotU * 0.25;
#else
float NdotUM = 0.75 + abs(NdotU + 0.5) * 0.16666;
#endif
float NdotNM = 1.0 + 0.075 * absNdotN;
float NdotEM = 1.0 - 0.1 * absNdotE2;
directionShade = NdotUM * NdotEM * NdotNM;
#ifdef OVERWORLD
lightColorM *= 1.0 + absNdotE2 * 0.75;
#elif defined NETHER
directionShade *= directionShade;
ambientColorM += lavaLightColor * pow2(absNdotN * 0.5 + max0(-NdotU)) * (0.7 + 0.35 * vsBrightness);
#endif
#if defined CUSTOM_PBR || defined GENERATED_NORMALS
float cpbrAmbFactor = NdotN * NPdotU;
cpbrAmbFactor = 1.0 - 0.3 * cpbrAmbFactor;
ambientColorM *= cpbrAmbFactor;
minLighting *= cpbrAmbFactor;
#endif
#if defined OVERWORLD && defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
// Fake bounced light
ambientColorM = mix(ambientColorM, lightColorM, (0.05 + 0.03 * subsurfaceMode) * absNdotN * lightmapY2);
// Get a bit more natural looking lighting during noon
lightColorM *= 1.0 + max0(1.0 - subsurfaceMode) * pow(noonFactor, 20.0) * (pow2(absNdotN) * 0.8 - absNdotE2 * 0.2);
#endif
}
#endif
// Scene Lighting Stuff
vec3 sceneLighting = lightColorM * shadowLightMult + ambientColorM * ambientMult;
float dotSceneLighting = dot(sceneLighting, sceneLighting);
#if HELD_LIGHTING_MODE >= 1
blockLighting = sqrt(pow2(blockLighting) + heldLighting);
#endif
blockLighting *= XLIGHT_I;
#ifdef BLOCKLIGHT_CAUSTICS
if (isEyeInWater == 1) {
vec3 worldPos = playerPos + cameraPosition;
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_SHADOWS
worldPos = playerPosPixelated + cameraPosition;
#endif
float causticTime = frameTimeCounter * 0.045;
mat2 rot = rotate(causticTime * 35);
vec3 absNormal = abs(worldGeoNormal);
vec2 basePos = absNormal.y > max(absNormal.x, absNormal.z) ? worldPos.xz :
absNormal.x > absNormal.z ? worldPos.yz : worldPos.xy;
basePos *= 1.35;
// Opposing directional movement for the two layers
vec2 causticWind1 = vec2(causticTime * 0.3, causticTime * 0.15);
vec2 causticWind2 = vec2(-causticTime * 0.17, -causticTime * 0.22);
vec2 cPos1 = basePos * 0.10 + causticWind1;
vec2 cPos2 = basePos * 0.05 + causticWind2;
float gradientNoise = fract(52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
#ifdef TAA
gradientNoise = fract(gradientNoise + 0.618034 * mod(float(frameCounter), 3600.0));
#endif
float caustic = 0.0;
int causticSamples = 4;
for (int i = 0; i < causticSamples; i++) {
vec2 offset1 = causticOffsetDist(gradientNoise + float(i), causticSamples);
vec2 offset2 = causticOffsetDist(gradientNoise + float(i) + 0.5, causticSamples);
offset1 = rot * offset1;
offset2 = rot * offset2;
vec4 sample1a = texture2D(gaux4, cPos1 + offset1);
vec4 sample1b = texture2D(gaux4, cPos1 - offset1);
vec4 sample2a = texture2D(gaux4, cPos2 + offset2);
vec4 sample2b = texture2D(gaux4, cPos2 - offset2);
float caustic1 = dot(sample1a.rg - sample1b.rg, vec2(6.0));
float caustic2 = dot(sample2a.rg - sample2b.rg, vec2(6.0));
caustic += caustic1 + caustic2;
}
caustic /= causticSamples;
caustic = clamp(caustic, -0.15, 2.0) * 0.52 + 0.587;
blockLighting *= caustic * WATER_CAUSTIC_STRENGTH;
}
#endif
#ifdef LIGHT_COLOR_MULTS
sceneLighting *= lightColorMult;
#endif
#ifdef MOON_PHASE_INF_LIGHT
sceneLighting *= moonPhaseInfluence;
#endif
// Vanilla Ambient Occlusion
float vanillaAO = 1.0;
#if VANILLAAO_I > 0
vanillaAO = glColor.a;
#if defined DO_PIXELATION_EFFECTS && defined PIXELATED_AO
vanillaAO = TexelSnap(vanillaAO, pixelationOffset);
#endif
if (subsurfaceMode != 0) vanillaAO = mix(min1(vanillaAO * 1.15), 1.0, shadowMultFloat);
else if (!noVanillaAO) {
#ifdef GBUFFERS_TERRAIN
vanillaAO = min1(vanillaAO + 0.08);
#ifdef OVERWORLD
vanillaAO = pow(
pow1_5(vanillaAO),
1.0 + dotSceneLighting * 0.02 + NdotUmax0 * (0.15 + 0.25 * pow2(noonFactor * pow2(lightmapY2)))
);
#elif defined NETHER
vanillaAO = pow(
pow1_5(vanillaAO),
1.0 + NdotUmax0 * 0.5
);
#else
vanillaAO = pow(
vanillaAO,
0.75 + NdotUmax0 * 0.25
);
#endif
#endif
vanillaAO = vanillaAO * 0.9 + 0.1;
#if VANILLAAO_I != 100
#define VANILLAAO_IM VANILLAAO_I * 0.01
vanillaAO = pow(vanillaAO, VANILLAAO_IM);
#endif
}
#endif
#ifdef RAIN_ATMOSPHERE
vanillaAO += lightningAdd.y * 0.1 * (-vanillaAO + 1);
#endif
// Light Highlight
vec3 lightHighlight = vec3(0.0);
#ifdef LIGHT_HIGHLIGHT
float specularHighlight = GGX(normalM, nViewPos, lightVec, NdotLmax0, smoothnessG);
specularHighlight *= highlightMult;
lightHighlight = isEyeInWater != 1 ? shadowMult : pow(shadowMult, vec3(0.25)) * 0.35;
lightHighlight *= (subsurfaceHighlight * subsurfaceColor + specularHighlight) * highlightColor;
#ifdef LIGHT_COLOR_MULTS
lightHighlight *= lightColorMult;
#endif
#ifdef MOON_PHASE_INF_REFLECTION
lightHighlight *= pow2(moonPhaseInfluence);
#endif
#if BLOOD_MOON > 0
lightHighlight *= mix(vec3(1.0), vec3(1.0, 0.1294, 0.1294), getBloodMoon(sunVisibility));
#endif
#endif
// Mix Colors
vec3 finalDiffuse = pow2(directionShade * vanillaAO) * (blockLighting + pow2(sceneLighting) + minLighting) + pow2(emission);
finalDiffuse = sqrt(max(finalDiffuse, vec3(0.0))); // sqrt() for a bit more realistic light mix, max() to prevent NaNs
// Apply Lighting
color.rgb *= finalDiffuse;
color.rgb += lightHighlight;
color.rgb *= pow2(1.0 - darknessLightFactor);
}