// End Portal fix by fayer3#2332 (Modified)
vec3[8] colors = vec3[](
	vec3(0.3472479, 0.6559956, 0.7387838) * 1.5,
	vec3(0.6010780, 0.7153565, 1.060625 ),
	vec3(0.4221090, 0.8135094, 0.9026056),
	vec3(0.3492291, 1.0241201, 1.8612821),
	vec3(0.7543085, 0.8238697, 0.6803233),
	vec3(0.4144472, 0.5648165, 0.8037   ),
	vec3(0.508905 , 0.6719649, 0.9982805),
	vec3(0.5361914, 0.4476583, 0.8008522));
color.rgb = vec3(0.4214321, 0.4722309, 1.9922364) * 0.08;

float dither = Bayer64(gl_FragCoord.xy);
#ifdef TAA
	dither = fract(dither + 1.61803398875 * mod(float(frameCounter), 3600.0));
	int repeat = 4;
#else
	int repeat = 8;
#endif
float dismult = 0.5;
for (int j = 0; j < repeat; j++) {
	float add = float(j + dither) * 0.0625 / float(repeat);
	for (int i = 1; i <= 8; i++) {
		float colormult = 0.9/(30.0+i);
		float rotation = (i - 0.1 * i + 0.71 * i - 11 * i + 21) * 0.01 + i * 0.01;
		float Cos = cos(radians(rotation));
		float Sin = sin(radians(rotation));
		vec2 offset = vec2(0.0, 1.0/(3600.0/24.0)) * pow(16.0 - i, 2.0) * 0.004;

		vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * (i * dismult + 1), 1.0)).xyz);
		if (abs(NdotU) > 0.9) {
			wpos.xz /= wpos.y;
			wpos.xz *= 0.06 * sign(- playerPos.y);
			wpos.xz *= abs(playerPos.y) + i * dismult + add;
			wpos.xz -= cameraPosition.xz * 0.05;
		} else {
			vec3 absPos = abs(playerPos);
			if (abs(dot(normal, eastVec)) > 0.9) {
				wpos.xz = wpos.yz / wpos.x;
				wpos.xz *= 0.06 * sign(- playerPos.x);
				wpos.xz *= abs(playerPos.x) + i * dismult + add;
				wpos.xz -= cameraPosition.yz * 0.05;
			} else {
				wpos.xz = wpos.yx / wpos.z;
				wpos.xz *= 0.06 * sign(- playerPos.z);
				wpos.xz *= abs(playerPos.z) + i * dismult + add;
				wpos.xz -= cameraPosition.yx * 0.05;
			}
		}
		vec2 pos = wpos.xz;

		vec2 wind = fract((frameTimeCounter + 984.0) * (i + 8) * 0.125 * offset);
		vec2 coord = mat2(Cos, Sin, -Sin, Cos) * pos + wind;
		if (mod(float(i), 4) < 1.5) coord = coord.yx + vec2(-1.0, 1.0) * wind.y;
		
		vec3 psample = pow(texture2D(tex, coord).rgb, vec3(0.85)) * colors[i-1] * colormult;
		color.rgb += psample * length(psample.rgb) * (3000.0 / repeat);
	}
}
color.rgb *= 0.4;
noDirectionalShading = true;

#ifdef COATED_TEXTURES
	noiseFactor = 0.0;
#endif