#ifdef NETHER_SMOKE
float getNetherFogSample(vec3 fogPos) {
    float t = frameTimeCounter;

    // Smoke rises over time
    fogPos.y -= t * 2.0;

    // Effective domain warp — actual displacement, not near-zero scaling
    // X and Z cross-feed each other for chaotic swirling columns
    fogPos.x += cos(fogPos.y * 0.09 + fogPos.z * 0.007 + t * 0.13) * 6.0;
    fogPos.z += sin(fogPos.y * 0.11 + fogPos.x * 0.007 + t * 0.09) * 6.0;

    // Base column shape — Y-interpolated trilinear (2 samples)
    // Irrational Y step (0.137) avoids repeating slice patterns
    float yIdx = fogPos.y * 0.075;
    float n0 = texture2D(noisetex, fogPos.xz * 0.0045 + floor(yIdx) * 0.137).r;
    float n1 = texture2D(noisetex, fogPos.xz * 0.0045 + (floor(yIdx) + 1.0) * 0.137).r;
    float smoke = fmix(n0, n1, smoothstep(0.0, 1.0, fract(yIdx)));
            smoke = max(smoke - 0.475, 0.0);
    return smoke * smoke * 10.0;
}
#endif

bool isRayMarcherHit(float currentDist, float maxDist, float linearZ0, float linearZ1, vec3 translucent) {
	bool isMaxReached = currentDist >= maxDist;
	bool opaqueReached = currentDist > linearZ1;
	bool solidTransparentReached = currentDist > linearZ0 && translucent == vec3(0.0);
	
	return isMaxReached || opaqueReached || solidTransparentReached;
}

#ifdef VL
float texture2DShadow(sampler2D shadowtex, vec3 shadowPos) {
    float shadow = texture2D(shadowtex, shadowPos.xy).r;

    return clamp((shadow - shadowPos.z) * 65536.0, 0.0, 1.0);
}

void calculateVLParameters(inout float intensity, inout float distanceFactor, inout float samplePersistence, in float VoU, in float VoL) {
    float VoLPositive = VoL * 0.5 + 0.5;
    float VoUPositive = VoU * 0.5 + 0.5;
    float VoLClamped = clamp(VoL, 0.0, 1.0);
    float VoUClamped = clamp(VoU, 0.0, 1.0);

    float timeIntensityFactor = fmix(VL_NIGHT * 2.0, fmix(VL_MORNING_EVENING, VL_DAY, timeBrightness), sunVisibility);

    float averageDepth = 0.0;
	for (float i = 0.1; i < 1.0; i += 0.1) {
		float depthSample = texelFetch(depthtex0, ivec2(viewWidth * i * 0.55, viewHeight * 0.65), 0).r;
			  depthSample = pow4(depthSample) * float(depthSample > 0.05);
		averageDepth += depthSample * 0.1;
	}
    float closedSpaceFactor = 1.0 - min(1.0, pow8(eBS) * 0.5 + averageDepth * (0.7 - eBS * eBS * 0.35));

    intensity = (VoLClamped * VoLClamped * VL_STRENGTH_RATIO + (1.0 - VL_STRENGTH_RATIO)) * (1.0 - timeBrightness);
    intensity += pow(VoLClamped, 1.5) * timeBrightness;
    intensity *= 1.0 + pow8(VoLClamped) * (2.0 + pow16(VoLClamped) * 3.0);
    intensity *= timeIntensityFactor * (1.0 + closedSpaceFactor);

    #ifdef VC_SHADOWS
    intensity = fmix(intensity, 1.0, clamp((cameraPosition.y - VC_HEIGHT) * 0.01, 0.0, 1.0));
    intensity = intensity * float(isEyeInWater == 0) + float(isEyeInWater == 1) * (1.0 + VoLClamped * VoLClamped * 2.0) * (0.25 + sunVisibility * 1.75);
    #else
    intensity *= fmix(pow4(1.0 - VoUClamped), 0.125 + timeBrightness * 0.5, float(isEyeInWater == 1));
    #endif

    intensity *= VL_STRENGTH * shadowFade * caveFactor;
    samplePersistence *= 1.0 - closedSpaceFactor * 0.35 - float(isEyeInWater == 1) * 0.25;
    distanceFactor = float(isEyeInWater) * 5.0 + closedSpaceFactor * 2.0;
}
#endif

void computeVolumetricLight(inout vec3 vl, in vec3 translucent, in float dither) {
	//Depths
	float z0 = texture2D(depthtex0, texCoord).r;
	float z1 = texture2D(depthtex1, texCoord).r;
	float linearZ0 = getLinearDepth(z0, gbufferProjectionInverse);
	float linearZ1 = getLinearDepth(z1, gbufferProjectionInverse);

    #if defined DISTANT_HORIZONS
	float DHz0 = texture2D(dhDepthTex0, texCoord).r;
	float DHz1 = texture2D(dhDepthTex1, texCoord).r;
	float DHlinearZ0 = getLinearDepth(DHz0, dhProjectionInverse);
	float DHlinearZ1 = getLinearDepth(DHz1, dhProjectionInverse);

    linearZ0 = min(linearZ0, DHlinearZ0);
    linearZ1 = min(linearZ1, DHlinearZ1);
    #elif defined VOXY
    float VXz0 = texture(vxDepthTexOpaque, texCoord).r;
    float VXz1 = texture(vxDepthTexTrans, texCoord).r;
    float VXlinearZ0 = getLinearDepth(VXz0, vxProjInv);
    float VXlinearZ1 = getLinearDepth(VXz1, vxProjInv);

    linearZ0 = min(linearZ0, VXlinearZ0);
    linearZ1 = min(linearZ1, VXlinearZ1);
    #endif

	//Positions & Common variables
	vec3 viewPos = ToView(vec3(texCoord.xy, z1));
    vec3 worldPos = ToWorld(viewPos);
	vec3 nViewPos = normalize(viewPos);
	vec3 nWorldPos = normalize(worldPos);
	     nWorldPos /= -nViewPos.z;

    float lViewPos = length(viewPos);

    #ifndef NETHER_SMOKE
    #ifdef VC_SHADOWS
	vec3 worldLightVec = mat3(gbufferModelViewInverse) * lightVec;
    #endif

    float VoL = dot(nViewPos, lightVec);
    float VoU = dot(nViewPos, upVec);
    #endif

    float totalVisibility = float(z0 > 0.56) * float(isEyeInWater != 2);

	#if MC_VERSION >= 11900
	totalVisibility *= 1.0 - darknessFactor;
	#endif

	totalVisibility *= 1.0 - blindFactor;

    //Volumetric Lighting Variables
    float vlIntensity = 0.0;

    #ifdef VL
    float vlSamplePersistence = 1.0; //Expected range: 0.1 - 1.0. Defines the VL's falloff. Lower values make VL stronger
    float vlDistanceFactor = 0.0; //Expected range: 0.0 - 10.0. Limits VL's maximum distance. Higher values decrease maxDist

    calculateVLParameters(vlIntensity, vlDistanceFactor, vlSamplePersistence, VoU, VoL);

    vec3 nSkyColor = normalize(skyColor + 0.000001) * fmix(vec3(1.0), biomeColor, sunVisibility * isSpecificBiome);
    vec3 vlCol = fmix(lightCol, nSkyColor, timeBrightness * 0.75) * 0.1;
    #endif

    #ifdef NETHER_SMOKE
    vlIntensity = NETHER_SMOKE_STRENGTH;
    #endif

    //LPV Fog Variables
    float lpvFogIntensity = LPV_FOG_STRENGTH * (2.0 - float(isEyeInWater == 1) * 1.0);
    #ifdef OVERWORLD
          lpvFogIntensity *= (3.0 - eBS * timeBrightnessSqrt - caveFactor * 2.0);
    #elif defined NETHER
          lpvFogIntensity *= 0.75;
    #elif defined END
          lpvFogIntensity *= 2.0;
    #endif

    if (totalVisibility > 0.0) {
        //Crepuscular rays parameters
        #if defined VC_SHADOWS && defined VL
        float speed = VC_SPEED;
        float amount = VC_AMOUNT;
        float thickness = VC_THICKNESS;
        float density = VC_DENSITY;
        float height = VC_HEIGHT;
        float scale = VC_SCALE;

        getDynamicWeather(speed, amount, thickness, density, height, scale);

        float cloudTop = height + thickness * scale;

        float time = (worldTime + int(5 + mod(worldDay, 100)) * 24000) * 0.05;
        vec2 wind = vec2(time * speed * 0.005, sin(time * speed * 0.1) * 0.01) * speed * 0.05;
        #endif

        //Nether Smoke Animation
        #ifdef NETHER_SMOKE
        vec3 wind2 = vec3(-sin(frameTimeCounter * 0.3) * 0.2, -4.0 * frameTimeCounter, cos(frameTimeCounter * 0.5) * 0.4);
        #endif

        //Ray marcher parameters
        int sampleCount = VL_SAMPLES;
        #ifdef OVERWORLD
            sampleCount += int(sunVisibility * (4 - dfade * 3));
        #endif

        float maxDist = shadowDistance;
        #ifdef VC_SHADOWS
            maxDist += 128.0 + sunVisibility * (256.0 - dfade * 256.0);
        #endif

        #ifdef VL
            maxDist /= 1.0 + vlDistanceFactor;
        #endif

        float doShadowColor = 1.0;
        #ifdef OVERWORLD
            doShadowColor -= wetness;
        #endif

        //Ray marching
        for (int i = 0; i < sampleCount; i++) {
            float currentDist = exp2(i + dither);

            if (isRayMarcherHit(currentDist, maxDist, linearZ0, linearZ1, translucent)) break;

            vec3 sampleWorldPos = nWorldPos * currentDist;
            float lWorldPos = length(sampleWorldPos);

            if (lWorldPos > maxDist) break;

            float currentSampleIntensityLPV = currentDist / maxDist / sampleCount;
            float currentSampleIntensityVL = currentDist / maxDist / sampleCount;
            #ifdef VL
                  currentSampleIntensityVL = pow(currentSampleIntensityVL, vlSamplePersistence);
            #endif

            vec3 rayPos = sampleWorldPos + cameraPosition;

            //Volumetric lighting
            vec3 vlSample = vec3(0.0);

            #ifdef VL
            if (vlIntensity > 0.0) {
                vec3 shadowCol = vec3(0.0);
                float shadow0 = 1.0;
                float shadow1 = 0.0;

                vec3 sampleShadowPos = ToShadow(sampleWorldPos);
                if (length(sampleShadowPos.xy * 2.0 - 1.0) < 1.0) {
                    shadow0 = texture2DShadow(shadowtex0, sampleShadowPos);

                    #ifdef SHADOW_COLOR
                    if (shadow0 < 1.0 && doShadowColor > 0.9) {
                        shadow1 = texture2DShadow(shadowtex1, sampleShadowPos);
                        if (shadow1 > 0.0) {
                            shadowCol = texture2D(shadowcolor0, sampleShadowPos.xy).rgb;
                        }
                    }
                    #endif
                    float lShadowCol = min(1.0, length(shadowCol * shadowCol));
                    vlSample = clamp(shadow1 * (1.0 - shadow0) * doShadowColor * shadowCol * shadowCol * mix(vec3(0.025), waterColor * lShadowCol, float(isEyeInWater == 1)) + shadow0 * vlCol * float(isEyeInWater == 0), 0.0, 1.0);
                }

                //Crepuscular rays
                #ifdef VC_SHADOWS
                if (rayPos.y < cloudTop) {
                     vec3 cloudShadowPos = rayPos + (worldLightVec / max(abs(worldLightVec.y), 0.0)) * max(cloudTop - rayPos.y, 0.0);

                    float noise = 0.0;
                    getCloudShadow(cloudShadowPos.xz / scale, wind, amount, density, noise);
                    vlSample *= noise;
                }
                vlSample *= 1.0 - min((rayPos.y - thickness) * (1.0 / cloudTop), 1.0);
                #endif
            }
            #endif

            //LPV Fog
            vec3 lpvFogSample = vec3(0.0);

            #ifdef LPV_FOG
            if (lpvFogIntensity > 0.0) {
                vec3 voxelPos = worldToVoxel(sampleWorldPos);
                     voxelPos /= voxelVolumeSize;
                     voxelPos = clamp(voxelPos, 0.0, 1.0);

                if (isInsideVoxelVolume(voxelPos)) {
                    float floodfillFade = maxOf(abs(sampleWorldPos) / (voxelVolumeSize * 0.5));
                          floodfillFade = clamp(floodfillFade, 0.0, 1.0);

                    vec4 lightVolume = vec4(0.0);
                    if ((frameCounter & 1) == 0) {
                        lightVolume = texture(floodfillSamplerCopy, voxelPos);
                    } else {
                        lightVolume = texture(floodfillSampler, voxelPos);
                    }

                    lpvFogSample = pow(lightVolume.rgb, vec3(1.0 / FLOODFILL_RADIUS)) * (1.0 - floodfillFade * floodfillFade);
                    lpvFogSample *= length(lpvFogSample) * 4.0;

                    #ifdef LPV_CLOUDY_FOG
                    vec3 noisePos = rayPos * 3.0;
                    float n3da = texture2D(noisetex, noisePos.xz * 0.0025 + floor(noisePos.y * 0.25) * 0.25).r;
                    float n3db = texture2D(noisetex, noisePos.xz * 0.0025 + floor(noisePos.y * 0.25 + 1.0) * 0.25).r;

                    float cloudyNoise = fmix(n3da, n3db, fract(noisePos.y * 0.25));
                          cloudyNoise = max(cloudyNoise * cloudyNoise * cloudyNoise, 0.0);
                    lpvFogSample *= cloudyNoise;
                    #endif
                }
            }
            #endif

            //Nether Smoke
            #ifdef NETHER_SMOKE
            if (lWorldPos < 128.0 && rayPos.y > 40.0 && rayPos.y < 255.0) {
                float fogSample = getNetherFogSample(rayPos * NETHER_SMOKE_FREQUENCY + wind2 * NETHER_SMOKE_SPEED);
                float fade = clamp(rayPos.y / 40.0, 0.0, 1.0) * (1.0 - clamp(rayPos.y / 255.0, 0.0, 1.0));
                vlSample += netherColSqrt * netherColSqrt * netherColSqrt * netherColSqrt * fogSample * (1.0 + fogSample) * 16.0 * fade;
            }
            #endif

            //Translucency Blending
            if (linearZ0 < currentDist) {
                vlSample *= translucent;
                lpvFogSample *= translucent;
            }

            //Accumulate samples
            vl += vlSample * currentSampleIntensityVL * vlIntensity;
            vl += lpvFogSample * currentSampleIntensityLPV * lpvFogIntensity;
        }
        vl *= totalVisibility;
    }
}