#version 120
#extension GL_EXT_gpu_shader4 : enable


#define WAVY_PLANTS
#define WAVY_STRENGTH 1.0 //[0.1 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0]
#define WAVY_SPEED 1.0 //[0.001 0.01 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 1.0 1.25 1.5 2.0 3.0 4.0]
#define SEPARATE_AO
//#define POM
//#define USE_LUMINANCE_AS_HEIGHTMAP	//Can generate POM on any texturepack (may look weird in some cases)

#ifndef USE_LUMINANCE_AS_HEIGHTMAP
#ifndef MC_NORMAL_MAP
#undef POM
#endif
#endif

#ifdef POM
#define MC_NORMAL_MAP
#endif
#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;


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;

	color = gl_Color;

	normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),0.0);

	gl_Position = toClipSpace3(position);
	#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

}
