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

153 lines
5.5 KiB
GLSL

#if defined OVERWORLD || defined END
#include "/lib/lighting/shadows.glsl"
#endif
void GetLighting(inout vec3 albedo, out vec3 shadow, vec3 viewPos, vec3 worldPos, vec3 normal,
vec2 lightmap, float smoothLighting, float NoL, float vanillaDiffuse,
float parallaxShadow, float emission, float subsurface, float basicSubsurface) {
#if EMISSIVE == 0 || (!defined ADVANCED_MATERIALS && EMISSIVE == 1)
emission = 0.0;
#endif
#ifndef SSS
subsurface = 0.0;
#endif
#ifndef BASIC_SSS
basicSubsurface = 0.0;
#endif
#if defined OVERWORLD || defined END
#ifdef SHADOW
if (NoL > 0.0 || basicSubsurface > 0.0) {
shadow = GetShadow(worldPos, normal, NoL, basicSubsurface, lightmap.y);
}
shadow *= parallaxShadow;
shadow = max(shadow, vec3(0.0));
NoL = clamp(NoL * 1.01 - 0.01, 0.0, 1.0);
#else
shadow = GetShadow(worldPos, normal, NoL, basicSubsurface, lightmap.y);
#endif
#ifdef SHADOW_CLOUD
float cloudShadow = GetCloudShadow(worldPos);
shadow *= cloudShadow;
#endif
float scattering = 0.0;
if (basicSubsurface > 0.0){
float VoL = clamp(dot(normalize(viewPos.xyz), lightVec) * 0.5 + 0.5, 0.0, 1.0);
scattering = pow(VoL, 16.0) * (1.0 - rainStrength) * basicSubsurface * shadowFade;
NoL = mix(NoL, 1.0, sqrt(basicSubsurface) * 0.7);
NoL = mix(NoL, 1.0, scattering);
}
#ifdef SHADOW
vec3 fullShadow = max(shadow * NoL, vec3(0.0));
#else
vec3 fullShadow = vec3(shadow);
#ifdef OVERWORLD
float timeBrightnessAbs = abs(sin(timeAngle * 6.28318530718));
fullShadow *= 0.25 + 0.5 * (1.0 - (1.0 - timeBrightnessAbs) * (1.0 - timeBrightnessAbs));
fullShadow *= mix(pow(vanillaDiffuse, 1.0 + timeBrightnessAbs), 1.0, basicSubsurface * 0.4);
#else
fullShadow *= 0.75;
#endif
#endif
#ifdef ADVANCED_MATERIALS
if (subsurface > 0.0){
vec3 subsurfaceShadow = GetSubsurfaceShadow(worldPos, subsurface, lightmap.y);
float VoL = clamp(dot(normalize(viewPos.xyz), lightVec) * 0.5 + 0.5, 0.0, 1.0);
float scattering = pow(VoL, 16.0) * (1.0 - rainStrength) * shadowFade;
vec3 subsurfaceColor = normalize(albedo + 0.00001) * 1.2;
subsurfaceColor = mix(subsurfaceColor, vec3(1.0), pow(subsurfaceShadow, vec3(4.0)));
subsurfaceColor = mix(subsurfaceColor, vec3(4.0), scattering) * sqrt(subsurface);
fullShadow = mix(subsurfaceColor * subsurfaceShadow, vec3(1.0), fullShadow);
}
#endif
#ifdef OVERWORLD
float shadowMult = (1.0 - 0.95 * rainStrength) * shadowFade;
vec3 sceneLighting = mix(ambientCol * lightmap.y, lightCol, fullShadow * shadowMult);
sceneLighting *= lightmap.y * lightmap.y * (1.0 + scattering * shadow);
#ifdef CLASSIC_EXPOSURE
sceneLighting *= 4.0 - 3.0 * eBS;
#endif
#endif
#ifdef END
vec3 sceneLighting = endCol.rgb * (0.04 * fullShadow + 0.015);
#endif
#else
vec3 sceneLighting = netherColSqrt.rgb * 0.07;
#endif
float newLightmap = pow(lightmap.x, 10.0) * 1.6 + lightmap.x * 0.6;
vec3 blockLighting = blocklightCol * newLightmap * newLightmap;
vec3 minLighting = minLightCol * (1.0 - lightmap.y * lightmap.y);
#ifdef TOON_LIGHTMAP
minLighting *= floor(smoothLighting * 8.0 + 1.001) / 4.0;
smoothLighting = 1.0;
#endif
vec3 albedoNormalized = normalize(albedo.rgb + 0.00001);
vec3 emissiveLighting = mix(albedoNormalized, vec3(1.0), emission * 0.5);
emissiveLighting *= emission * 4.0;
float lightFlatten = clamp(1.0 - pow(1.0 - emission, 128.0), 0.0, 1.0);
vanillaDiffuse = mix(vanillaDiffuse, 1.0, lightFlatten);
smoothLighting = mix(smoothLighting, 1.0, lightFlatten);
float nightVisionLighting = nightVision * 0.25;
#ifdef ALBEDO_BALANCING
float albedoLength = length(albedo.rgb);
albedoLength /= sqrt((albedoLength * albedoLength) * 0.25 * (1.0 - lightFlatten) + 1.0);
albedo.rgb = albedoNormalized * albedoLength;
#endif
//albedo = vec3(0.5);
albedo *= max(sceneLighting + blockLighting + emissiveLighting + nightVisionLighting + minLighting, vec3(0.0));
albedo *= vanillaDiffuse * smoothLighting * smoothLighting;
#ifdef DESATURATION
#ifdef OVERWORLD
float desatAmount = 1.0 - sqrt(max(sqrt(length(fullShadow / 3.0)) * lightmap.y, lightmap.y)) *
sunVisibility * (1.0 - rainStrength * 0.7);
desatAmount*= smoothstep(0.25, 1.0, (1.0 - lightmap.x) * (1.0 - lightmap.x)) * (1.0 - lightFlatten);
desatAmount = 1.0 - desatAmount;
vec3 desatNight = normalize(lightNight * lightNight + 0.000001);
vec3 desatWeather = normalize(weatherCol.rgb * weatherCol.rgb + 0.000001);
float desatNWMix = (1.0 - sunVisibility) * (1.0 - rainStrength);
vec3 desatColor = mix(desatWeather, desatNight, desatNWMix);
desatColor = mix(vec3(0.4), desatColor, sqrt(lightmap.y)) * 1.7;
#endif
#ifdef NETHER
float desatAmount = 1.0 - smoothstep(0.25, 1.0, (1.0 - lightmap.x) * (1.0 - lightmap.x)) * (1.0 - lightFlatten);
vec3 desatColor = normalize(netherColSqrt.rgb + 0.000001) * 1.7;
#endif
#ifdef END
float desatAmount = 1.0 - smoothstep(0.25, 1.0, (1.0 - lightmap.x) * (1.0 - lightmap.x)) * (1.0 - lightFlatten);
vec3 desatColor = normalize(endCol.rgb + 0.000001) * 1.7;
#endif
vec3 desatAlbedo = mix(albedo, GetLuminance(albedo) * desatColor, 1.0 - DESATURATION_FACTOR * 0.4);
albedo = mix(desatAlbedo, albedo, desatAmount);
#endif
}