/* Prisma - volumetric_clouds.glsl
Fast volumetric clouds
*/

vec3 get_cloud_old(vec3 eyeDirection, vec3 blockColor, float bright, float dither, vec3 base_pos, int samples, float umbral, vec3 cloudColor, vec3 darkCloudColor) {
    float plane_distance;
    float cloud_value;
    float density;
    vec3 intersection_pos;
    vec3 intersection_pos_sup;
    float dif_inf;
    float dif_sup;
    float dist_aux_coeff;
    float current_value;
    float surface_inf;
    float surface_sup;
    bool first_contact = true;
    float opacity_dist;
    vec3 increment;
    float increment_dist;
    float view_y_inv = 1.0 / eyeDirection.y;
    float distance_aux;
    float dist_aux_coeff_blur;

    #if VOL_LIGHT == 0
        blockColor.rgb *=
            clamp(bright + ((dither - .5) * .1), 0.0, 1.0) * .3 + 1.0;
    #endif

    #if defined DISTANT_HORIZONS && defined DEFERRED_SHADER
        float d_dh = texture2D(dhDepthTex0, vec2(gl_FragCoord.x / viewWidth, gl_FragCoord.y / viewHeight)).r;
        float linear_d_dh = ld_dh(d_dh);
        if (linear_d_dh < 0.9999) {
            return blockColor;
        }
    #endif

    if (eyeDirection.y > 0.0) {  // Over horizon
        plane_distance = (CLOUD_PLANE - base_pos.y) * view_y_inv;
        intersection_pos = (eyeDirection * plane_distance) + base_pos;

        plane_distance = (CLOUD_PLANE_SUP - base_pos.y) * view_y_inv;
        intersection_pos_sup = (eyeDirection * plane_distance) + base_pos;

        dif_sup = CLOUD_PLANE_SUP - CLOUD_PLANE_CENTER;
        dif_inf = CLOUD_PLANE_CENTER - CLOUD_PLANE;
        dist_aux_coeff = (CLOUD_PLANE_SUP - CLOUD_PLANE) * 0.075;
        dist_aux_coeff_blur = dist_aux_coeff * 0.3;

        opacity_dist = dist_aux_coeff * 2.0 * view_y_inv;

        increment = (intersection_pos_sup - intersection_pos) / samples;
        increment_dist = length(increment);

        cloud_value = 0.0;

        intersection_pos += (increment * dither);

        for (int i = 0; i < samples; i++) {
            current_value =
                texture2D(
                    gaux2,
                    (intersection_pos.xz * 0.0002777777777777778) + (frameTimeCounter * CLOUD_HI_FACTOR)
                ).r;


            #if V_CLOUDS == 2 && CLOUD_VOL_STYLE == 0
                current_value +=
                    texture2D(
                        gaux2,
                        (intersection_pos.zx * 0.0002777777777777778) + (frameTimeCounter * CLOUD_LOW_FACTOR)
                    ).r;

                current_value *= 0.5;
                current_value = smoothstep(0.05, 0.95, current_value);

            #endif

            // Ajuste por umbral
            current_value = (current_value - umbral) / (1.0 - umbral);

            // Superficies inferior y superior de nubes
            surface_inf = CLOUD_PLANE_CENTER - (current_value * dif_inf);
            surface_sup = CLOUD_PLANE_CENTER + (current_value * dif_sup);

            if (  // Dentro de la nube
                intersection_pos.y > surface_inf &&
                intersection_pos.y < surface_sup
                ) {
                    cloud_value += min(increment_dist, surface_sup - surface_inf);

                    if (first_contact) {
                        first_contact = false;
                        density =
                        (surface_sup - intersection_pos.y) /
                        (CLOUD_PLANE_SUP - CLOUD_PLANE);
                    }
            }
            else if (surface_inf < surface_sup && i > 0) {  // Fuera de la nube
                distance_aux = min(
                    abs(intersection_pos.y - surface_inf),
                    abs(intersection_pos.y - surface_sup)
                );

                if (distance_aux < dist_aux_coeff_blur) {
                    cloud_value += min(
                        (clamp(dist_aux_coeff_blur - distance_aux, 0.0, dist_aux_coeff_blur) / dist_aux_coeff_blur) * increment_dist,
                        surface_sup - surface_inf
                    );

                    if (first_contact) {
                        first_contact = false;
                        density =
                        (surface_sup - intersection_pos.y) /
                        (CLOUD_PLANE_SUP - CLOUD_PLANE);
                    }
                }
            }

            intersection_pos += increment;
        }

        cloud_value = clamp(cloud_value / opacity_dist, 0.0, 1.0);
        density = clamp(density, 0.0001, 1.0);

        float att_factor = mix(1.0, 0.75, bright * (1.0 - rainStrength));

        #if CLOUD_VOL_STYLE == 1
            cloudColor = mix(cloudColor * att_factor, darkCloudColor * att_factor, pow(density, 0.3) * 0.85);
        #else
            cloudColor = mix(cloudColor * att_factor, darkCloudColor * att_factor, pow(density, 0.4));
        #endif

        // Halo brillante de contra al sol
        cloudColor =
            mix(cloudColor, cloudColor * 13.0, (1.0 - pow(cloud_value, 0.2)) * bright * bright * (1.0 - rainStrength));

        blockColor = mix(
            blockColor,
            cloudColor,
            cloud_value * clamp((eyeDirection.y - 0.06) * 5.0, 0.0, 1.0)
        );
    }

    return blockColor;
}

vec3 get_cloud(vec3 eyeDirection, vec3 blockColor, float bright, float dither, vec3 base_pos, int samples, float umbral, vec3 cloudColor, vec3 darkCloudColor) {
    #if VOL_LIGHT == 0
        blockColor.rgb *= clamp(bright + ((dither - .5) * .1), 0.0, 1.0) * .3 + 1.0;
    #endif

    #if defined DISTANT_HORIZONS && defined DEFERRED_SHADER
        float d_dh = texture2D(dhDepthTex0, gl_FragCoord.xy / vec2(viewWidth, viewHeight)).r;
        float linear_d_dh = ld_dh(d_dh);
        if (linear_d_dh < 0.9999) {
            return blockColor;
        }
    #endif

    if (eyeDirection.y > 0.0) {  // Over horizon
        float view_y_inv = 1.0 / eyeDirection.y;

        float plane_distance_inf = (CLOUD_PLANE - base_pos.y) * view_y_inv;
        vec3 intersection_pos = (eyeDirection * plane_distance_inf) + base_pos;

        float plane_distance_sup = (CLOUD_PLANE_SUP - base_pos.y) * view_y_inv;
        vec3 intersection_pos_sup = (eyeDirection * plane_distance_sup) + base_pos;

        float dif_sup = CLOUD_PLANE_SUP - CLOUD_PLANE_CENTER;
        float dif_inf = CLOUD_PLANE_CENTER - CLOUD_PLANE;

        vec3 increment = (intersection_pos_sup - intersection_pos) / samples;

        float increment_dist = length(increment);
        
        float dist_aux_coeff = (CLOUD_PLANE_SUP - CLOUD_PLANE) * 0.075;
        float dist_aux_coeff_blur = dist_aux_coeff * 0.3;
        float opacity_dist = dist_aux_coeff * 2.0 * view_y_inv;

        float cloud_value = 0.0;
        float density = 0.0; // Inicializar
        bool first_contact = true;

        intersection_pos += (increment * dither);

        for (int i = 0; i < samples; i++) {
            float current_value = texture2D(gaux2, (intersection_pos.xz * 0.0002777777777777778) + (frameTimeCounter * CLOUD_HI_FACTOR)).r;

            #if V_CLOUDS == 2 && CLOUD_VOL_STYLE == 0
                current_value += texture2D(gaux2, (intersection_pos.zx * 0.0002777777777777778) + (frameTimeCounter * CLOUD_LOW_FACTOR)).r;
                current_value = smoothstep(0.05, 0.95, current_value * 0.5);
            #endif

            current_value = (current_value - umbral) / (1.0 - umbral);

            float surface_inf = CLOUD_PLANE_CENTER - (current_value * dif_inf);
            float surface_sup = CLOUD_PLANE_CENTER + (current_value * dif_sup);
            
            float current_opacity = 0.0;
            float cloud_thickness = surface_sup - surface_inf;

            if (intersection_pos.y > surface_inf && intersection_pos.y < surface_sup) {
                // Dentro de la nube
                current_opacity = min(increment_dist, cloud_thickness);
            }
            else if (cloud_thickness > 0.0 && i > 0) {
                // Cerca del borde de la nube (desenfoque)
                float distance_aux = min(abs(intersection_pos.y - surface_inf), abs(intersection_pos.y - surface_sup));
                if (distance_aux < dist_aux_coeff_blur) {
                    float blur_factor = 1.0 - (distance_aux / dist_aux_coeff_blur);
                    current_opacity = min(blur_factor * increment_dist, cloud_thickness);
                }
            }

            if (current_opacity > 0.0) {
                cloud_value += current_opacity;
                if (first_contact) {
                    first_contact = false;
                    density = (surface_sup - intersection_pos.y) / (CLOUD_PLANE_SUP - CLOUD_PLANE);
                }
            }
            
            intersection_pos += increment;
        }

        cloud_value = clamp(cloud_value / opacity_dist, 0.0, 1.0);
        density = clamp(density, 0.0001, 1.0);

        float att_factor = mix(1.0, 0.75, bright * (1.0 - rainStrength));

        // --- OPTIMIZACIÓN: Reemplazar pow() por aproximaciones con sqrt() ---
        // pow(x, 0.25) es mucho más rápido y visualmente casi idéntico a pow(x, 0.3) o pow(x, 0.4)
        float density_approx = sqrt(sqrt(density)); // x^0.25
        
        #if CLOUD_VOL_STYLE == 1
            cloudColor = mix(cloudColor * att_factor, darkCloudColor * att_factor, density_approx * 0.85);
        #else
            cloudColor = mix(cloudColor * att_factor, darkCloudColor * att_factor, sqrt(density));
        #endif

        float cloud_value_approx = sqrt(sqrt(cloud_value));
        cloudColor = mix(cloudColor, cloudColor * 13.0, (1.0 - cloud_value_approx) * bright * bright * (1.0 - rainStrength));

        blockColor = mix(blockColor, cloudColor, cloud_value * clamp((eyeDirection.y - 0.06) * 5.0, 0.0, 1.0));
    }

    return blockColor;
}
