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Fix stuff

This commit is contained in:
Gefüllte Taubenbrust 2025-04-13 14:56:08 +02:00
parent fa212d19f7
commit 282b9ad7c5
5 changed files with 34 additions and 12 deletions

View file

@ -53,6 +53,8 @@ centroid varying float nightRatio;
varying highp vec3 eyeVec; varying highp vec3 eyeVec;
varying float nightFactor; varying float nightFactor;
#define PI 3.141592653589
#ifdef ENABLE_DYNAMIC_SHADOWS #ifdef ENABLE_DYNAMIC_SHADOWS
#if (MATERIAL_WAVING_LIQUID && defined(ENABLE_WATER_REFLECTIONS)) #if (MATERIAL_WAVING_LIQUID && defined(ENABLE_WATER_REFLECTIONS))
vec4 perm(vec4 x) vec4 perm(vec4 x)
@ -526,7 +528,7 @@ void main(void)
vec3 reflection_color = mix(vec3(max(fogColor.r, max(fogColor.g, fogColor.b))), fogColor.rgb, f_shadow_strength); vec3 reflection_color = mix(vec3(max(fogColor.r, max(fogColor.g, fogColor.b))), fogColor.rgb, f_shadow_strength);
// Sky reflection // Sky reflection
col.rgb += reflection_color * pow(fresnel_factor, 2.0) * 0.5 * brightness_factor; col.rgb += reflection_color * pow(fresnel_factor, 2.0) * 0.3 * brightness_factor;
vec3 water_reflect_color = vec3 water_reflect_color =
1.5 * specular_intensity * sunTint * dayLight * fresnel_factor * max(1.0 - shadow_uncorrected, 0.0) * 1.5 * specular_intensity * sunTint * dayLight * fresnel_factor * max(1.0 - shadow_uncorrected, 0.0) *
@ -539,14 +541,28 @@ void main(void)
#if (defined(ENABLE_NODE_SPECULAR) && !MATERIAL_WATER_REFLECTIONS) #if (defined(ENABLE_NODE_SPECULAR) && !MATERIAL_WATER_REFLECTIONS)
// Apply specular to blocks. // Apply specular to blocks.
if (dot(v_LightDirection, vNormal) < 0.0) { if (dot(v_LightDirection, vNormal) < 0.0) {
// This intensity is a placeholder and should be replaced by proper specular maps. // This intensity/roughness is a placeholder and should be replaced by proper specular maps.
float intensity = specular_intensity * min(1.0, length(varColor.rgb * base.rgb)); float intensity = 0.35 * min(1.0, length(varColor.rgb * base.rgb));
const float specular_exponent = 5.0; float roughness = 0.5;
const float fresnel_exponent = 4.0;
float rms = 1.0 / (1.0 - roughness) - 1.0;
vec3 half_vector = normalize(viewVec + v_LightDirection);
const float F0 = 0.04;
float HV = dot(viewVec, half_vector);
float HN = dot(fNormal, half_vector);
float VN = dot(viewVec, normalize(fNormal));
float LN = dot(v_LightDirection, fNormal);
float HN2 = HN*HN;
float beckmann = exp((HN2 - 1.0) / (rms * rms * HN2)) / (PI * rms * rms * HN2*HN2);
float geometry = min(min(1.0, 2.0 * HN * VN / HV), 2.0 * HN * LN / HV);
float fresnel_schlick = F0 + (1.0 - F0) * pow(1.0 - HV, 5.0);
col.rgb += col.rgb +=
sunTint * intensity * f_shadow_factor * dayLight * (1.0 - nightRatio) * (1.0 - shadow_uncorrected) * sunTint * specular_intensity * f_shadow_factor * dayLight * (1.0 - nightRatio) * (1.0 - shadow_uncorrected) *
pow(max(dot(reflect_ray, viewVec), 0.0), fresnel_exponent) * pow(1.0 - abs(dot(viewVec, fNormal)), specular_exponent); intensity * beckmann * geometry * fresnel_schlick / (VN * LN * PI);
} }
#endif #endif

View file

@ -286,7 +286,8 @@ void main(void)
(1.0 - mtsmoothstep(0.762, 0.792, f_timeofday)); (1.0 - mtsmoothstep(0.762, 0.792, f_timeofday));
nightFactor = adj_shadow_strength / f_shadow_strength; nightFactor = adj_shadow_strength / f_shadow_strength;
#ifdef ENABLE_TINTED_SUNLIGHT #ifdef ENABLE_TINTED_SUNLIGHT
sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), adj_shadow_strength / f_shadow_strength); float tint_strength = 1.0 - mtsmoothstep(0.792, 0.5, f_timeofday) * mtsmoothstep(0.208, 0.5, f_timeofday);
sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), nightFactor * tint_strength);
#endif #endif
} }
} }

View file

@ -185,7 +185,10 @@ void main(void)
adj_shadow_strength = f_shadow_strength * adj_shadow_strength = f_shadow_strength *
mtsmoothstep(0.208, 0.238, f_timeofday) * mtsmoothstep(0.208, 0.238, f_timeofday) *
(1.0 - mtsmoothstep(0.762, 0.792, f_timeofday)); (1.0 - mtsmoothstep(0.762, 0.792, f_timeofday));
sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), adj_shadow_strength / f_shadow_strength); #ifdef ENABLE_TINTED_SUNLIGHT
float tint_strength = 1.0 - mtsmoothstep(0.792, 0.5, f_timeofday) * mtsmoothstep(0.208, 0.5, f_timeofday);
sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), nightFactor * tint_strength);
#endif
} }
} }
#endif #endif

View file

@ -8941,9 +8941,11 @@ child will follow movement and rotation of that bone.
(eg. -1 and 1 is the same saturation and luma, but different hues) (eg. -1 and 1 is the same saturation and luma, but different hues)
* This value has no effect on clients who have shaders or post-processing disabled. * This value has no effect on clients who have shaders or post-processing disabled.
* `foliage_translucency` controls the intensity of the foliage translucency effect (default: `1.5`). * `foliage_translucency` controls the intensity of the foliage translucency effect (default: `1.5`).
* Subject to change and can be removed at any time.
* This has no effect when dynamic shadows are disabled and on clients who have the "Translucent foliage" effect disabled. * This has no effect when dynamic shadows are disabled and on clients who have the "Translucent foliage" effect disabled.
* `specular_intensity` controls the intensity of specular highlights on nodes and liquids (default: `1.5`). * `specular_intensity` controls the intensity of specular highlights on nodes and liquids (default: `0.0`).
* This has no effect when dynamic shadows are disabled and on clients who have the "Translucent foliage" effect disabled. * Subject to change and can be removed at any time.
* This has no effect when dynamic shadows are disabled.
* `shadows` is a table that controls ambient shadows * `shadows` is a table that controls ambient shadows
* This has no effect on clients who have the "Dynamic Shadows" effect disabled. * This has no effect on clients who have the "Dynamic Shadows" effect disabled.
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness) * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)

View file

@ -77,7 +77,7 @@ struct Lighting
float saturation {1.0f}; float saturation {1.0f};
float volumetric_light_strength {0.0f}; float volumetric_light_strength {0.0f};
float foliage_translucency{1.5f}; float foliage_translucency{1.5f};
float specular_intensity{1.5f}; float specular_intensity{0.0f};
// These factors are calculated based on expected value of scattering factor of 1e-5 // These factors are calculated based on expected value of scattering factor of 1e-5
// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere // for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
v3f volumetric_beta_r0{ 3.3362176e-01f, 8.753783e-01f, 1.9534237f }; v3f volumetric_beta_r0{ 3.3362176e-01f, 8.753783e-01f, 1.9534237f };