/*
BSLex (BSL Edit) by LexBoosT
*/

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

#pragma optimize(on)

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

//Varyings//
varying vec2 texCoord;

//Uniforms//
uniform float viewWidth, viewHeight, aspectRatio;

uniform sampler2D colortex1;

#if AA > 1
uniform vec3 cameraPosition, previousCameraPosition;

uniform mat4 gbufferPreviousProjection, gbufferProjectionInverse;
uniform mat4 gbufferPreviousModelView, gbufferModelViewInverse;

uniform sampler2D colortex2;
uniform sampler2D depthtex1;
#endif

//Optifine Constants//
#ifdef LIGHTSHAFT
const bool colortex1MipmapEnabled = true;
#endif

//Common Functions//
float GetLuminance(vec3 color){
    return dot(color, vec3(0.299, 0.587, 0.114));
}

//Includes//
#if AA == 1
#include "/lib/antialiasing/fxaa.glsl"
#endif

#if AA == 2
#include "/lib/antialiasing/taa.glsl"
#endif

#if AA == 3 
#include "/lib/antialiasing/taa.glsl"
#include "/lib/antialiasing/fxaa2.glsl"
#endif

#if AA == 4
#include "/lib/antialiasing/taa2.glsl"
#include "/lib/antialiasing/fxaa2.glsl"
#endif

//Program//
void main(){
    vec3 color = texture2DLod(colortex1, texCoord, 0).rgb;
        
    #if AA == 1
	FXAA311(color);
	#elif AA > 1
	#if AA == 3 || AA == 4
	FXAA311(color);
	#endif
    vec4 prev = vec4(texture2DLod(colortex2, texCoord, 0).r, 0.0, 0.0, 0.0);
    TAA(color, prev);
    #endif

    /*DRAWBUFFERS:1*/
    gl_FragData[0] = vec4(color, 1.0);
    #if AA > 1
    /*DRAWBUFFERS:12*/
    gl_FragData[1]=vec4(prev);
    #endif
}

#endif

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

//Varyings//
varying vec2 texCoord;

//Program//
void main(){
    texCoord=gl_MultiTexCoord0.xy;
    
    gl_Position=ftransform();
}

#endif