/*
BSLex (BSL Edit) by LexBoosT
*/

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

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

//Varyings//
varying vec2 texCoord;

varying vec3 sunVec, upVec;

//Uniforms//
uniform int isEyeInWater;
uniform int worldTime;
uniform float frameTimeCounter;
uniform float blindFactor;
uniform float rainStrength;
uniform float shadowFade;
uniform float timeAngle, timeBrightness;

uniform ivec2 eyeBrightnessSmooth;

uniform sampler2D colortex0;
uniform sampler2D colortex1;

//Optifine Constants//
const bool colortex1MipmapEnabled = true;

//Common Variables//
float eBS = eyeBrightnessSmooth.y / 255.0;
float sunVisibility = clamp(dot(sunVec, upVec) + 0.05, 0.0, 0.1) * 10.0;

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

//Program//
void main(){
	vec4 color = texture2D(colortex0, texCoord.xy);
	
	vec3 vl = texture2DLod(colortex1, texCoord.xy, 1.5).rgb;
	vl *= vl;
	
	#ifdef OVERWORLD
	vl *= lightCol * 0.25;
	#endif
	
	#ifdef END
	vl *= endCol.rgb * 0.025;
	#endif
	
	vl *= LIGHT_SHAFT_STRENGTH * (1.0 - rainStrength * eBS * 0.875) * shadowFade *
	(1.0 - blindFactor);
	
	color.rgb += vl;
	
	
	/*DRAWBUFFERS:0*/
	gl_FragData[0]=color;
}

#endif

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

//Varyings//
varying vec2 texCoord;

varying vec3 sunVec,upVec;

//Uniforms//
uniform float timeAngle;

uniform mat4 gbufferModelView;

//Program//
void main(){
	texCoord=gl_MultiTexCoord0.xy;
	
	gl_Position=ftransform();
	
	const vec2 sunRotationData=vec2(cos(sunPathRotation*.01745329251994),-sin(sunPathRotation*.01745329251994));
	float ang=fract(timeAngle-.25);
	ang=(ang+(cos(ang*3.14159265358979)*-.5+.5-ang)/3.)*6.28318530717959;
	sunVec=normalize((gbufferModelView*vec4(vec3(-sin(ang),cos(ang)*sunRotationData)*2000.,1.)).xyz);
	
	upVec=normalize(gbufferModelView[1].xyz);
}

#endif