#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"

flat varying vec4 lightCol;
flat varying vec3 averageSkyCol;
flat varying vec3 averageSkyCol_Clouds;

#if defined Daily_Weather
	flat varying vec4 dailyWeatherParams0;
	flat varying vec4 dailyWeatherParams1;
#endif

flat varying vec3 WsunVec;
flat varying vec3 refractedSunVec;

// flat varying float tempOffsets;

uniform sampler2D colortex4;
flat varying float exposure;

uniform float sunElevation;
uniform vec2 texelSize;
uniform vec3 sunPosition;
uniform mat4 gbufferModelViewInverse;
uniform int frameCounter;



//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////


uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
#include "/lib/sky_gradient.glsl"

void main() {
	gl_Position = ftransform();

	// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
	gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
	
  	// #ifdef TAA
	// tempOffsets = HaltonSeq2(frameCounter%10000);
	// #else
	// tempOffsets = 0.0;
	// #endif

	#ifdef OVERWORLD_SHADER
		lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
		averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
		averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
		
		#if defined Daily_Weather
			dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
			dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
			
			dailyWeatherParams0.a = (texelFetch2D(colortex4,ivec2(3,1),0).x/150.0)/2.0;
			dailyWeatherParams1.a = (texelFetch2D(colortex4,ivec2(3,1),0).y/150.0)/2.0;
		#endif
	
	#endif

	#ifdef NETHER_SHADER
		lightCol.rgb = vec3(0.0);
		averageSkyCol = vec3(0.0);
		averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 5.0;
	#endif

	#ifdef END_SHADER
		lightCol.rgb = vec3(0.0);
		averageSkyCol = vec3(0.0);
		averageSkyCol_Clouds = vec3(15);
	#endif


	lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
	WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
	// WsunVec = normalize(LightDir);
	
	refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);

	exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
}
