//////////////////////////////////////////
// Complementary Shaders by EminGT      //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////

//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/emissionMult.glsl"
//#define NIGHT_DESATURATION

#if defined MIRROR_DIMENSION || defined WORLD_CURVATURE
    #include "/lib/misc/distortWorld.glsl"
#endif

//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER

in vec2 texCoord;
in vec2 lmCoord;

flat in vec3 upVec, sunVec, northVec, eastVec;
in vec3 normal;

in vec4 glColor;

#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && defined IS_IRIS
    in vec2 signMidCoordPos;
    flat in vec2 absMidCoordPos;
    flat in vec2 midCoord;
#endif

#if defined GENERATED_NORMALS || defined CUSTOM_PBR
    flat in vec3 binormal, tangent;
#endif

#ifdef POM
    in vec3 viewVector;

    in vec4 vTexCoordAM;
#endif

//Pipeline Constants//

//Common Variables//
float NdotU = dot(normal, upVec);
float NdotUmax0 = max(NdotU, 0.0);
float SdotU = dot(sunVec, upVec);
float sunFactor = SdotU < 0.0 ? clamp(SdotU + 0.375, 0.0, 0.75) / 0.75 : clamp(SdotU + 0.03125, 0.0, 0.0625) / 0.0625;
float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
float sunVisibility2 = sunVisibility * sunVisibility;
float shadowTimeVar1 = abs(sunVisibility - 0.5) * 2.0;
float shadowTimeVar2 = shadowTimeVar1 * shadowTimeVar1;
float shadowTime = shadowTimeVar2 * shadowTimeVar2;
float skyLightCheck = 0.0;

#ifdef OVERWORLD
    vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);
#else
    vec3 lightVec = sunVec;
#endif

#if defined GENERATED_NORMALS || defined CUSTOM_PBR
    mat3 tbnMatrix = mat3(
        tangent.x, binormal.x, normal.x,
        tangent.y, binormal.y, normal.y,
        tangent.z, binormal.z, normal.z
    );
#endif

//Common Functions//

//Includes//
#include "/lib/util/dither.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/mainLighting.glsl"

#ifdef CUSTOM_PBR
    #include "/lib/materials/materialHandling/customMaterials.glsl"
#endif

#ifdef COLOR_CODED_PROGRAMS
    #include "/lib/misc/colorCodedPrograms.glsl"
#endif

//Program//
void main() {
    if (glColor.a < 0.0) discard;
    skyLightCheck = pow2(1.0 - min1(lmCoord.y * 2.9 * sunVisibility));
    vec4 color = texture2D(tex, texCoord);
    #if defined GENERATED_NORMALS || PIXEL_WATER == 1
        vec3 colorP = color.rgb;
    #endif
    color *= glColor;

    float smoothnessD = 0.0, skyLightFactor = 0.0, materialMask = OSIEBCA * 254.0, enderDragonDead = 1.0; // No SSAO, No TAA
    vec3 normalM = normal, lightAlbedo = vec3(0.0);
    float purkinjeOverwrite = 0.0, emission = 0.0;

    if (color.a > 0.001) {
        vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
        vec3 viewPos = ScreenToView(screenPos);
        vec3 nViewPos = normalize(viewPos);
        vec3 playerPos = ViewToPlayer(viewPos);
        float lViewPos = length(viewPos);

        float overlayNoiseIntensity = 1.0;
        float snowNoiseIntensity = 1.0;
        float sandNoiseIntensity = 1.0;
        float mossNoiseIntensity = 1.0;
        float overlayNoiseEmission = 1.0;
        float overlayNoiseTransparentOverwrite = 0.0;
        bool isFoliage = false;
        vec3 dhColor = vec3(1.0);

        #if MONOTONE_WORLD > 0
            #if MONOTONE_WORLD == 1
                color.rgb = vec3(1.0);
            #elif MONOTONE_WORLD == 2
                color.rgb = vec3(0.0);
            #else
                color.rgb = vec3(0.5);
            #endif
        #endif

        color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a);

        bool noSmoothLighting = atlasSize.x < 600.0; // To fix fire looking too dim
        bool noGeneratedNormals = false;
        float smoothnessG = 0.0, highlightMult = 0.0, noiseFactor = 0.75;
        vec2 lmCoordM = lmCoord;
        vec3 shadowMult = vec3(1.0);

        #ifdef CUSTOM_PBR
            GetCustomMaterials(color, normalM, lmCoordM, NdotU, shadowMult, smoothnessG, smoothnessD, highlightMult, emission, materialMask, viewPos, lViewPos);
        #endif

        if (entityId == 50004) { // Lightning Bolt
            #include "/lib/materials/specificMaterials/entities/lightningBolt.glsl"
        }

        normalM = gl_FrontFacing ? normalM : -normalM; // Inverted Normal Workaround
        vec3 geoNormal = normalM;
        vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));

        #ifdef SS_BLOCKLIGHT
            lightAlbedo = normalize(color.rgb) * min1(emission);
        #endif

        emission *= EMISSION_MULTIPLIER;

        bool isLightSource = lmCoord.x > 0.99;

        DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
                   worldGeoNormal, lmCoordM, noSmoothLighting, false, false,
                   true, 0, smoothnessG, highlightMult, emission, purkinjeOverwrite, isLightSource,
                   enderDragonDead);

        #if defined PBR_REFLECTIONS || defined NIGHT_DESATURATION
            #ifdef OVERWORLD
                skyLightFactor = clamp01(pow2(max(lmCoord.y - 0.7, 0.0) * 3.33333) + 0.0 + 0.0);
            #else
                skyLightFactor = dot(shadowMult, shadowMult) / 3.0;
            #endif
        #endif
    }

    #ifdef COLOR_CODED_PROGRAMS
        ColorCodeProgram(color, -1);
    #endif

    /* DRAWBUFFERS:06 */
    gl_FragData[0] = color;
    gl_FragData[1] = vec4(smoothnessD, materialMask, skyLightFactor, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));

    #if BLOCK_REFLECT_QUALITY >= 2 && RP_MODE >= 1
        /* DRAWBUFFERS:064 */
        gl_FragData[2] = vec4(mat3(gbufferModelViewInverse) * normalM, 1.0);

        #ifdef SS_BLOCKLIGHT
            /* DRAWBUFFERS:0649 */
            gl_FragData[3] = vec4(lightAlbedo, 1.0);
        #endif
    #elif defined SS_BLOCKLIGHT
        /* DRAWBUFFERS:069 */
        gl_FragData[2] = vec4(lightAlbedo, 1.0);
    #endif
}

#endif

//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER

out vec2 texCoord;
out vec2 lmCoord;

flat out vec3 upVec, sunVec, northVec, eastVec;
out vec3 normal;

out vec4 glColor;

#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && defined IS_IRIS
    out vec2 signMidCoordPos;
    flat out vec2 absMidCoordPos;
    flat out vec2 midCoord;
#endif

#if defined GENERATED_NORMALS || defined CUSTOM_PBR
    flat out vec3 binormal, tangent;
#endif

#ifdef POM
    out vec3 viewVector;

    out vec4 vTexCoordAM;
#endif

//Pipeline Constants//
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
    #extension GL_ARB_shader_image_load_store : enable
#endif

//Attributes//
#if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || (defined IPBR && defined IS_IRIS) || defined WAVE_EVERYTHING
    attribute vec4 mc_midTexCoord;
#endif

#if defined GENERATED_NORMALS || defined CUSTOM_PBR
    attribute vec4 at_tangent;
#endif

attribute vec4 at_midBlock;

//Common Variables//

//Common Functions//

//Includes//
#include "/lib/util/spaceConversion.glsl"

#ifdef WAVE_EVERYTHING
    #include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif
#if DRAGON_DEATH_EFFECT_INTERNAL > 0
    #include "/lib/voxelization/endCrystalVoxelization.glsl"
#endif

//Program//
void main() {
    gl_Position = ftransform();

    texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
    #ifdef ATLAS_ROTATION
        texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
    #endif

    lmCoord  = GetLightMapCoordinates();

    lmCoord.x = min(lmCoord.x, 0.9);
    //Fixes some servers/mods making entities insanely bright, while also slightly reducing the max blocklight on a normal entity

    glColor = gl_Color;

    normal = normalize(gl_NormalMatrix * gl_Normal);

    upVec = normalize(gbufferModelView[1].xyz);
    eastVec = normalize(gbufferModelView[0].xyz);
    northVec = normalize(gbufferModelView[2].xyz);
    sunVec = GetSunVector();

    #if defined GENERATED_NORMALS || defined COATED_TEXTURES || defined POM || defined IPBR && defined IS_IRIS
        midCoord = (gl_TextureMatrix[0] * mc_midTexCoord).st;
        vec2 texMinMidCoord = texCoord - midCoord;
        signMidCoordPos = sign(texMinMidCoord);
        absMidCoordPos  = abs(texMinMidCoord);
    #endif

    #if defined GENERATED_NORMALS || defined CUSTOM_PBR
        binormal = normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
        tangent  = normalize(gl_NormalMatrix * at_tangent.xyz);
    #endif
    
    #if defined MIRROR_DIMENSION || defined WORLD_CURVATURE || defined WAVE_EVERYTHING
        vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
        #ifdef MIRROR_DIMENSION
            doMirrorDimension(position);
        #endif
        #ifdef WORLD_CURVATURE
            position.y += doWorldCurvature(position.xz);
        #endif
        #ifdef WAVE_EVERYTHING
            DoWaveEverything(position.xyz);
        #endif
        gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
    #endif
    #if DRAGON_DEATH_EFFECT_INTERNAL > 0
        if (entityId == 0 && (gl_Color.a < 0.2 || gl_Color.a == 1.0)) { // Only lightning bolts and dragon death effect run in this program, lightning has an entity ID assigned
            glColor.a = -100000.0;
            SetEndDragonDeath();
        }
    #endif
}

#endif
