#version 150 #define MINECRAFT_LIGHT_POWER (0.6) #define MINECRAFT_AMBIENT_LIGHT (0.4) vec4 minecraft_mix_light(vec3 lightDir0, vec3 lightDir1, vec3 normal, vec4 color) { lightDir0 = normalize(lightDir0); lightDir1 = normalize(lightDir1); float light0 = max(0.0, dot(lightDir0, normal)); float light1 = max(0.0, dot(lightDir1, normal)); float lightAccum = min(1.0, (light0 + light1) * MINECRAFT_LIGHT_POWER + MINECRAFT_AMBIENT_LIGHT); return vec4(color.rgb * lightAccum, color.a); } vec4 minecraft_sample_lightmap(sampler2D lightMap, ivec2 uv) { return texture(lightMap, clamp(uv / 256.0, vec2(0.5 / 16.0), vec2(15.5 / 16.0))); }