/*
BSLex (BSL Edit) by LexBoosT
*/

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

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

//Varyings//
varying vec2 texCoord;

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

uniform float rainStrength;

uniform sampler2D colortex0;

#if BLOOM_DIMENSION > 1
uniform ivec2 eyeBrightnessSmooth;
uniform int isEyeInWater;
#endif

//Optifine Constants//
const bool colortex0MipmapEnabled = true;

//Common Variables//
float pw = 1.0 / viewWidth;
float ph = 1.0 / viewHeight;

float weight[7] = float[7](1.0, 6.0, 15.0, 20.0, 15.0, 6.0, 1.0);

#if BLOOM_DIMENSION > 1
float eBS = eyeBrightnessSmooth.y / 255.0;
#endif

//Common Functions//
vec3 BloomTile(float lod, vec2 offset){
	vec3 bloom = vec3(0.0), temp = vec3(0.0);
	float scale = exp2(lod);
	vec2 coord = (texCoord - offset) * scale;
	float padding = 0.5 + 0.005 * scale;
	
	if (abs(coord.x - 0.5) < padding && abs(coord.y - 0.5) < padding){
		for(int i = -3; i <= 3; i++) {
			for(int j = -3; j <= 3; j++) {
				float wg = weight[i + 3] * weight[j + 3];
				vec2 pixelOffset = vec2(i * pw, j * ph);
				vec2 bloomCoord = (texCoord - offset + pixelOffset*1.0) * scale;
				bloom += texture2D(colortex0, bloomCoord).rgb * wg;
			}
		}
		bloom /= 4096.0;
	}
	
	return pow(bloom / 128.0, vec3(0.25));
}

//Program//
void main(){
	
	#if BLOOM_DIMENSION == 1
	
	//Bloom Tile
	vec3 blur =  BloomTile(2.0, vec2(0.0      , 0.0   )) * 1.5;
	blur += BloomTile(3.0, vec2(0.0      , 0.26  )) * 1.5;
	blur += BloomTile(4.0, vec2(0.135    , 0.26  ));
	blur += BloomTile(5.0, vec2(0.2075   , 0.26  ));
	blur += BloomTile(6.0, vec2(0.135    , 0.3325));
	blur += BloomTile(7.0, vec2(0.160625 , 0.3325));
	blur += BloomTile(8.0, vec2(0.1784375, 0.3325)) * 0.8;
	
	#endif
	
	#if BLOOM_DIMENSION == 2
	float bloomFactor = min(isEyeInWater + rainStrength * pow(eBS, 4), 1.0);
	
	#if defined NETHER || defined END 
	vec3 blur =  BloomTile(2.0, vec2(0.0      , 0.0   ));
	blur += BloomTile(3.0, vec2(0.0      , 0.26  ));
	blur += BloomTile(4.0, vec2(0.135    , 0.26  ));
	blur += BloomTile(5.0, vec2(0.2075   , 0.26  ));
	blur += BloomTile(6.0, vec2(0.135    , 0.3325));
	blur += BloomTile(7.0, vec2(0.160625 , 0.3325));
	blur += BloomTile(8.0, vec2(0.1784375, 0.3325)) * 0.6;
	#else
	vec3 blur =  BloomTile(2.0, vec2(0.0      , 0.0   ));
	blur += BloomTile(3.0, vec2(0.0      , 0.26  ));
	blur += BloomTile(4.0, vec2(0.135    , 0.26  ));
	blur += BloomTile(5.0, vec2(0.2075   , 0.26  )) * (0.8 + bloomFactor*0.2);
	blur += BloomTile(6.0, vec2(0.135    , 0.3325)) * (0.8 + bloomFactor*0.2);
	blur += BloomTile(7.0, vec2(0.160625 , 0.3325)) * (0.6 + bloomFactor*0.2);
	blur += BloomTile(8.0, vec2(0.1784375, 0.3325)) * (0.4 + bloomFactor*0.4);
	#endif
	#endif

	/* DRAWBUFFERS:1 */

#if BLOOM_DIMENSION > 0	

	gl_FragData[0]=vec4(blur,1.);
#else
	gl_FragData[0]=vec4(1.0);
#endif
}

#endif

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

//Varyings//
varying vec2 texCoord;

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

#endif