/*
BSLex (BSL Edit) by LexBoosT
*/

//Settings//
#include "/lib/settings.glsl"

#pragma optimize(on)

//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
#ifdef FSH

//Varyings//
varying vec2 texCoord;

varying vec4 color;

//Uniforms//
uniform sampler2D texture;

//Includes//
#include "/lib/color/blocklightColor.glsl"

//Program//
void main(){
	vec4 albedo = texture2D(texture, texCoord) * color * 0.8229;
	
	#ifdef EMISSIVE_RECOLOR
	if (dot(color.rgb, vec3(1.0)) > 2.66){
		float ec = length(albedo.rgb);
		albedo.rgb = blocklightCol * (ec * 0.63 / BLOCKLIGHT_I) + ec * 0.07;
	}
	#endif
	
	albedo.rgb = pow(albedo.rgb,vec3(5.0)) * 10.0;
	
	/* DRAWBUFFERS:0 */
	gl_FragData[0] = albedo;
	
	#ifdef ADVANCED_MATERIALS
	/* DRAWBUFFERS:0367 */
	gl_FragData[1]=vec4(0.,0.,0.,1.);
	gl_FragData[2]=vec4(0.,0.,float(gl_FragCoord.z<1.),1.);
	gl_FragData[3]=vec4(0.,0.,0.,1.);
	#endif
}

#endif

//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH

//Varyings//
varying vec2 texCoord;

varying vec4 color;

//Uniforms//
#if AA > 1
uniform int frameCounter;

uniform float viewWidth;
uniform float viewHeight;
#include "/lib/util/jitter.glsl"
#endif

#ifdef WORLD_CURVATURE
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
#endif

//Includes//
#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif

//Program//
void main(){
	texCoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy;
	
	color=gl_Color;
	
	#ifdef WORLD_CURVATURE
	vec4 position=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex;
	if(gl_ProjectionMatrix[2][2]<-.5)position.y-=WorldCurvature(position.xz);
	gl_Position=gl_ProjectionMatrix*gbufferModelView*position;
	#else
	gl_Position=ftransform();
	#endif
	
	#if AA > 1
	gl_Position.xy=TAAJitter(gl_Position.xy,gl_Position.w);
	#endif
}

#endif