Solara-Shaders/shaders/lib/lighting/coloredBlocklight.glsl
2024-06-22 15:15:55 -04:00

35 lines
1.4 KiB
GLSL

vec2 Reprojection(vec3 pos) {
pos = pos * 2.0 - 1.0;
vec4 viewPosPrev = gbufferProjectionInverse * vec4(pos, 1.0);
viewPosPrev /= viewPosPrev.w;
viewPosPrev = gbufferModelViewInverse * viewPosPrev;
vec3 cameraOffset = cameraPosition - previousCameraPosition;
cameraOffset *= float(pos.z > 0.56);
vec4 previousPosition = viewPosPrev + vec4(cameraOffset, 0.0);
previousPosition = gbufferPreviousModelView * previousPosition;
previousPosition = gbufferPreviousProjection * previousPosition;
return previousPosition.xy / previousPosition.w * 0.5 + 0.5;
}
vec3 ApplyMultiColoredBlocklight(vec3 blocklightCol, vec3 screenPos) {
if (screenPos.z > 0.56) {
screenPos.xy = Reprojection(screenPos);
}
vec3 coloredLight = texture2DLod(colortex9, screenPos.xy, 2).rgb;
#ifndef MCBL_LEGACY_COLOR
vec3 coloredLightNormalized = coloredLight + 0.000001;
coloredLightNormalized = normalize(coloredLightNormalized * coloredLightNormalized) * 0.875 + 0.125;
coloredLightNormalized *= GetLuminance(blocklightCol) * 1.7;
float coloredLightMix = min((coloredLight.r + coloredLight.g + coloredLight.b) * 2048.0, 1.0);
#else
vec3 coloredLightNormalized = normalize(coloredLight + 0.00001);
coloredLightNormalized *= GetLuminance(blocklightCol) / GetLuminance(coloredLightNormalized);
float coloredLightMix = min((coloredLight.r + coloredLight.g + coloredLight.b) * 256.0, 1.0);
#endif
return mix(blocklightCol, coloredLightNormalized, coloredLightMix);
}