#version 120
#extension GL_EXT_gpu_shader4 : enable

#include "/lib/res_params.glsl"


/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/

varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
varying vec3 binormal;
varying vec3 tangent;
varying float dist;
uniform mat4 gbufferModelViewInverse;
varying vec3 viewVector;
attribute vec4 at_tangent;
attribute vec4 mc_Entity;

#define SHADOW_MAP_BIAS 0.8


uniform vec2 texelSize;
uniform int framemod8;
		const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
									vec2(-1.,3.)/8.,
									vec2(5.0,1.)/8.,
									vec2(-3,-5.)/8.,
									vec2(-5.,5.)/8.,
									vec2(-7.,-1.)/8.,
									vec2(3,7.)/8.,
									vec2(7.,-7.)/8.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define  projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
    return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////

void main() {
	lmtexcoord.xy = (gl_MultiTexCoord0).xy;
	vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
	lmtexcoord.zw = lmcoord;

  vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
  gl_Position = toClipSpace3(position);
	color = gl_Color;
	float mat = 0.0;
	if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) {
    mat = 1.0;
    gl_Position.z -= 1e-4;
  }


	if(mc_Entity.x == 79.0) mat = 0.5;
		if (mc_Entity.x == 10002) mat = 0.01;
	normalMat = vec4(normalize( gl_NormalMatrix*gl_Normal),mat);




	tangent = normalize( gl_NormalMatrix *at_tangent.rgb);
	binormal = normalize(cross(tangent.rgb,normalMat.xyz)*at_tangent.w);

	mat3 tbnMatrix = mat3(tangent.x, binormal.x, normalMat.x,
								  tangent.y, binormal.y, normalMat.y,
						     	  tangent.z, binormal.z, normalMat.z);

		dist = length(gl_ModelViewMatrix * gl_Vertex);

	viewVector = ( gl_ModelViewMatrix * gl_Vertex).xyz;
	viewVector = normalize(tbnMatrix * viewVector);


  #ifdef TAA_UPSCALING
		gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
	#endif
	#ifdef TAA
	gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
	#endif

}
