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vec4 minecraft_mix_light(vec3 lightDir0, vec3 lightDir1, vec3 normal, vec4 color) { | |
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))); | |
} | |