/* 
----------------------------------------------------------------
Lux Shader by https://github.com/TechDevOnGithub/
Based on BSL Shaders v7.1.05 by Capt Tatsu https://bitslablab.com 
See AGREEMENT.txt for more information.
----------------------------------------------------------------
*/ 

// Global Include
#include "/lib/global.glsl"

// Fragment Shader
#ifdef FSH

// Extensions

// Varyings
varying vec2 texCoord, lmCoord;

varying vec3 normal;
varying vec3 sunVec, upVec;

varying vec4 color;

// Uniforms
uniform int frameCounter;
uniform int isEyeInWater;
uniform int worldTime;

uniform float frameTimeCounter;
uniform float nightVision;
uniform float rainStrength;
uniform float screenBrightness; 
uniform float shadowFade;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;

uniform ivec2 eyeBrightnessSmooth;

uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;

#if AA == 2
uniform vec3 cameraPosition;
uniform vec3 previousCameraPosition;
#endif

// Common Variables
float eBS = eyeBrightnessSmooth.y / 240.0;
float sunVisibility  = clamp(dot( sunVec,upVec) + 0.05, 0.0, 0.1) * 10.0;
float moonVisibility = clamp(dot(-sunVec,upVec) + 0.05, 0.0, 0.1) * 10.0;

#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif

vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);

// Common Functions

// Includes
#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#include "/lib/atmospherics/sky.glsl"
#include "/lib/color/ambientColor.glsl"

#if AA == 2
#include "/lib/vertex/jitter.glsl"
#endif

// Program
void main()
{
    vec4 albedo = color;

	if (albedo.a > 0.001)
	{
		vec2 lightmap = Saturate(lmCoord);
		
		vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
		#if AA == 2
		vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5, cameraPosition, previousCameraPosition), screenPos.z));
		#else
		vec3 viewPos = ToNDC(screenPos);
		#endif
		vec3 worldPos = ToWorld(viewPos);

		albedo.rgb = SRGBToLinear(albedo.rgb);
		albedo.a = albedo.a * 0.5 + 0.5;

		#ifdef WHITE_WORLD
		if (albedo.a > 0.9) albedo.rgb = vec3(0.5);
		#endif

		float NdotL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
		float quarterNdotU = clamp(0.25 * dot(normal, upVec) + 0.75, 0.5, 1.0);
		quarterNdotU *= quarterNdotU;
		
		vec3 shadow = vec3(0.0);

		#ifdef OVERWORLD
		vec3 skyEnvAmbientApprox = GetAmbientColor(normal, lightCol);
		#else
		vec3 skyEnvAmbientApprox = vec3(0.0);
		#endif

		GetLighting(albedo.rgb, shadow, viewPos, worldPos, lightmap, 1.0, NdotL, quarterNdotU, 1.0, 0.0, 0.0, skyEnvAmbientApprox);
	}

    /* DRAWBUFFERS:0 */
    gl_FragData[0] = albedo;

	#ifdef MATERIAL_SUPPORT
	/* DRAWBUFFERS:0367 */
	gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
	gl_FragData[2] = vec4(0.0, 0.0, float(gl_FragCoord.z < 1.0), 1.0);
	gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
	#endif
}

#endif

// Vertex Shader
#ifdef VSH

// Varyings
varying vec2 texCoord, lmCoord;

varying vec3 normal;
varying vec3 sunVec, upVec;

varying vec4 color;

// Uniforms
uniform int worldTime;

uniform float frameTimeCounter;
uniform float timeAngle;

uniform vec3 cameraPosition;

uniform mat4 gbufferModelView, gbufferModelViewInverse;

#if AA == 2
uniform int frameCounter;

uniform float viewWidth, viewHeight;
#endif

// Attributes
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;

// Common Variables
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif

// Includes
#if AA == 2
uniform vec3 previousCameraPosition;

#include "/lib/vertex/jitter.glsl"
#endif

#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif

// Program
void main()
{
	texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;    
	lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
	lmCoord = Saturate((lmCoord - 0.03125) * 1.06667);
	normal = normalize(gl_NormalMatrix * gl_Normal);
	color = gl_Color;

	const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
	float ang = fract(timeAngle - 0.25);
	ang = (ang + (cos(ang * PI) * -0.5 + 0.5 - ang) / 3.0) * TAU;
	sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
	upVec = normalize(gbufferModelView[1].xyz);

    #ifdef WORLD_CURVATURE
	vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
	position.y -= WorldCurvature(position.xz);
	gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
	#else
	gl_Position = ftransform();
    #endif
	
	#if AA == 2
	gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w, cameraPosition, previousCameraPosition);
	#endif
}

#endif