/*
    Copyright (c) 2024 Josh Britain (jbritain)
    Licensed under a custom non-commercial license.
    See LICENSE for full terms.

     __   __ __   ______   __  __   ______   __           __   __ __   ______   ______   ______   __   __   ______   ______    
    /\ \ / //\ \ /\  ___\ /\ \/\ \ /\  __ \ /\ \         /\ \ / //\ \ /\  == \ /\  == \ /\  __ \ /\ "-.\ \ /\  ___\ /\  ___\   
    \ \ \'/ \ \ \\ \___  \\ \ \_\ \\ \  __ \\ \ \____    \ \ \'/ \ \ \\ \  __< \ \  __< \ \  __ \\ \ \-.  \\ \ \____\ \  __\   
     \ \__|  \ \_\\/\_____\\ \_____\\ \_\ \_\\ \_____\    \ \__|  \ \_\\ \_____\\ \_\ \_\\ \_\ \_\\ \_\\"\_\\ \_____\\ \_____\ 
      \/_/    \/_/ \/_____/ \/_____/ \/_/\/_/ \/_____/     \/_/    \/_/ \/_____/ \/_/ /_/ \/_/\/_/ \/_/ \/_/ \/_____/ \/_____/ 
                                                                                                                        
    
    By jbritain
    https://jbritain.net
                                            
*/

#include "/lib/common.glsl"

#ifdef vsh

out vec2 texcoord;
out vec4 glcolor;

void main() {
  gl_Position = ftransform();
  texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
  glcolor = gl_Color;
}

#endif

// ===========================================================================================

#ifdef fsh

in vec2 texcoord;
in vec4 glcolor;

/* RENDERTARGETS: 0 */
layout(location = 0) out vec4 color;

void main() {
  color = texture(gtexture, texcoord) * glcolor;

  #ifdef WORLD_THE_END
  color.rgb *= 0.1;
  #else
  #ifndef CUSTOM_SUN
  if (color.b < 0.3 && color.r > color.b) {
    // remove bloom
    discard;
  }
  #endif

  if (color.r > color.b) {
    // sun
    color.rgb *= vec3(10.0, 7.0, 5.0);
  }
  #endif

  color.rgb = pow(color.rgb, vec3(2.2));
}

#endif
