// #version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"


/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/

flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 averageSkyCol;

flat varying vec4 lightCol;


varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
varying vec3 binormal;
varying vec4 tangent;

uniform mat4 gbufferModelViewInverse;
varying vec3 viewVector;

flat varying int glass;

attribute vec4 at_tangent;
attribute vec4 mc_Entity;

uniform sampler2D colortex4;

uniform vec3 sunPosition;
flat varying vec3 WsunVec;
uniform float sunElevation;

varying vec4 tangent_other;


uniform vec2 texelSize;
uniform int framemod8;
		const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
									vec2(-1.,3.)/8.,
									vec2(5.0,1.)/8.,
									vec2(-3,-5.)/8.,
									vec2(-5.,5.)/8.,
									vec2(-7.,-1.)/8.,
									vec2(3,7.)/8.,
									vec2(7.,-7.)/8.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define  projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
    return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}








#define PHYSICSMOD_VERTEX
#include "/lib/oceans.glsl"

//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////

void main() {

	vec4 Swtich_gl_vertex = gl_Vertex;

	#ifdef PhysicsMod_support
	if(physics_iterationsNormal > 0.0){
    	// basic texture to determine how shallow/far away from the shore the water is
    	physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
    	// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
    	vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
    	// pass this to the fragment shader to fetch the texture there for per fragment normals
    	physics_localPosition = finalPosition.xyz;

		Swtich_gl_vertex.xyz = finalPosition.xyz ;
	}
	#endif

	lmtexcoord.xy = (gl_MultiTexCoord0).xy;
	vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol
	lmtexcoord.zw = lmcoord;



 	vec3 position = mat3(gl_ModelViewMatrix) * vec3(Swtich_gl_vertex) + gl_ModelViewMatrix[3].xyz;
 	gl_Position = toClipSpace3(position);

	color = vec4(gl_Color.rgb,1.0);

	float mat = 0.0;
	
	if(mc_Entity.x == 8.0) {
    	mat = 1.0;

    	gl_Position.z -= 1e-4;
  	}

	if (mc_Entity.x == 10002) mat = 0.2;
	if (mc_Entity.x == 72) mat = 0.5;

	#ifdef ENTITIES
		mat = 0.2;
	#endif

	
	tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);

	normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal), 1.0);
	normalMat.a = mat;





	vec3 tangent2 = normalize( gl_NormalMatrix *at_tangent.rgb);
	binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);

	mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
								  tangent2.y, binormal.y, normalMat.y,
						     	  tangent2.z, binormal.z, normalMat.z);

	viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
	viewVector = normalize(tbnMatrix * viewVector);



  	#ifdef TAA_UPSCALING
		gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
	#endif
	#ifdef TAA
	gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
	#endif

	vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;

	
	lightCol.a = float(sunElevation > 1e-5)*2-1.;
	lightCol.rgb = sc;

	WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
	
	averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
	// averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;

}
