/*
BSLex (BSL Edit) by LexBoosT
*/

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

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

//Varyings//
varying vec2 texCoord, lmCoord;

varying vec3 upVec, sunVec;

//Uniforms//
uniform int isEyeInWater;
uniform int worldTime;

uniform float nightVision;
uniform float rainStrength;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;

uniform ivec2 eyeBrightnessSmooth;

uniform mat4 gbufferProjectionInverse;

uniform sampler2D texture;
uniform sampler2D depthtex0;

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

//Common Functions//
void Defog(inout vec3 albedo){
	float z = texture2D(depthtex0,gl_FragCoord.xy/vec2(viewWidth,viewHeight)).r;
	if (z == 1.0) return;
	
	vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), z, 1.0);
	vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
	viewPos /= viewPos.w;
	
	float fog = length(viewPos) * FOG_DENSITY / 256.0;
	float clearDay = sunVisibility * (1.0 - rainStrength);
	fog *= (0.5 * rainStrength + 1.0) / (3.0 * clearDay + 1.0);
	fog = 1.0 - exp(-2.0 * pow(fog, 0.25 * clearDay + 1.25) * eBS);
	albedo.rgb /= 1.0 - fog;
}

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

//Program//
void main(){
	#if defined NETHER || defined END
	discard;
	#endif
	
	vec4 albedo = vec4(0.0);
	
	#ifdef WEATHER
	albedo.a = texture2D(texture, texCoord).a;
	
	if (albedo.a > 0.001){
		albedo.rgb = texture2D(texture, texCoord).rgb;
		
		albedo.a *= 0.25 * rainStrength * length(albedo.rgb / 3.0) * float(albedo.a > 0.1);
		albedo.rgb = sqrt(albedo.rgb);
		albedo.rgb *= (ambientCol + lmCoord.x * lmCoord.x * blocklightCol) * WEATHER_OPACITY;
		
		#if defined FOG && MC_VERSION <= 11500
		if (gl_FragCoord.z > 0.991) Defog(albedo.rgb);
		#endif
	}
	#endif
	
	/* DRAWBUFFERS:0 */
	gl_FragData[0]=albedo;
}

#endif

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

//Varyings//
varying vec2 texCoord,lmCoord;

varying vec3 sunVec,upVec;
varying vec4 position;

//Uniforms//
uniform float timeAngle;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
uniform float frameTimeCounter;

//Program//
void main(){
	
	vec4 position=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex;
	float frameTimeCounter2 = frameTimeCounter * 2;
	
	#ifdef NOUVELLE_PLUIE
	
	vec3 worldpos=position.xyz+cameraPosition;
	bool istopv=worldpos.y>cameraPosition.y+5.;
	if(!istopv) position.xz+=vec2(2.3,1.)+sin(frameTimeCounter2)*sin(frameTimeCounter2)*sin(frameTimeCounter2)*vec2(2.1,.6);
				position.xz-=(vec2(2.8,1.)+sin(frameTimeCounter2)*sin(frameTimeCounter2)*sin(frameTimeCounter2)*vec2(2.1,.6))*.25;
				position.xz-=(vec2(3.5,1.)+sin(frameTimeCounter2)*sin(frameTimeCounter2)*sin(frameTimeCounter2)*vec2(2.1,.6))*.45;
	#endif
	
	texCoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy;
	
	lmCoord=(gl_TextureMatrix[1]*gl_MultiTexCoord1).xy;
	lmCoord=clamp(lmCoord*2.-1.,0.,1.);
	
	#ifdef MOUVEMENT_CAM
	position+=vec4(.03*sin(frameTimeCounter*3.),.015*cos(frameTimeCounter*4.),0.,0.)*gbufferModelView;
	#endif
	
	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);
	
	gl_Position=gl_ProjectionMatrix*gbufferModelView*position;
	
}

#endif