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Port the fixed lightmap shift to WorldContext
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3 changed files with 10 additions and 4 deletions
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@ -1,4 +1,5 @@
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#flwinclude <"create:context/std/fog.glsl">
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#flwinclude <"create:core/lightutil.glsl">
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varying vec3 BoxCoord;
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uniform sampler3D uLightVolume;
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@ -23,6 +24,7 @@ void FLWFinalizeColor(vec4 color) {
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}
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vec4 FLWLight(vec2 lightCoords) {
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vec2 lm = max(lightCoords, texture3D(uLightVolume, BoxCoord).rg);
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return texture2D(uLightMap, lm * 0.99609375 + 0.03125); // * 255/256 + 1/32
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lightCoords = max(lightCoords, texture3D(uLightVolume, BoxCoord).rg);
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return texture2D(uLightMap, shiftLight(lightCoords));
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}
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@ -1,4 +1,5 @@
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#flwinclude <"create:context/std/fog.glsl">
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#flwinclude <"create:core/lightutil.glsl">
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uniform sampler2D uBlockAtlas;
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uniform sampler2D uLightMap;
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@ -20,6 +21,5 @@ void FLWFinalizeColor(vec4 color) {
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}
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vec4 FLWLight(vec2 lightCoords) {
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vec2 lm = lightCoords * 0.9375 + 0.03125;
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return texture2D(uLightMap, lm);
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return texture2D(uLightMap, shiftLight(lightCoords));
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}
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@ -0,0 +1,4 @@
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// Adjust the [0,1] normalized lightmap value based on the texture matrix from LightTexture#enableLightmap
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vec2 shiftLight(vec2 lm) {
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return lm * 0.99609375 + 0.03125;// * 255/256 + 1/32
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}
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