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

//Common//
#include "/lib/common.glsl"

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

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

flat in vec2 lmCoord;

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

flat in vec4 glColor;

//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;

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

//Common Functions//

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

#ifdef TAA
    #include "/lib/antialiasing/jitter.glsl"
#endif

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

#ifdef SS_BLOCKLIGHT
    #include "/lib/lighting/coloredBlocklight.glsl"
#endif

//Program//
void main() {
    vec4 color = glColor;

    vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
    #ifdef TAA
        vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
    #else
        vec3 viewPos = ScreenToView(screenPos);
    #endif
    float lViewPos = length(viewPos);
    vec3 playerPos = ViewToPlayer(viewPos);

    float materialMask = 0.0;
    vec3 normalM = normal, geoNormal = normal, shadowMult = vec3(1.0);
    vec3 worldGeoNormal = normalize(ViewToPlayer(geoNormal * 10000.0));
    float purkinjeOverwrite = 0.0, emission = 0.0, enderDragonDead = 1.0;

    #ifndef GBUFFERS_LINE
        #ifdef SS_BLOCKLIGHT
            blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos, playerPos, lmCoord.x);
        #endif

        DoLighting(color, shadowMult, playerPos, viewPos, lViewPos, geoNormal, normalM, 0.5,
                   worldGeoNormal, lmCoord, false, false, false,
                   false, 0, 0.0, 0.0, 0.0, purkinjeOverwrite, false,
                   enderDragonDead);
    #endif

    if (abs(color.a - 0.4) + dot(color.rgb, color.rgb) < 0.01) {
        #if SELECT_OUTLINE == 0
            discard;
        #elif SELECT_OUTLINE == 2 // Rainbow
            float posFactor = playerPos.x + playerPos.y + playerPos.z + cameraPosition.x + cameraPosition.y + cameraPosition.z;
            color.rgb = clamp(abs(mod(fract(frameTimeCounter*0.25 + posFactor*0.2) * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0,
                        0.0, 1.0) * vec3(3.0, 2.0, 3.0) * SELECT_OUTLINE_I;
        #elif SELECT_OUTLINE == 3 // Select Color
            color.rgb = vec3(SELECT_OUTLINE_R, SELECT_OUTLINE_G, SELECT_OUTLINE_B) * SELECT_OUTLINE_I;
        #elif SELECT_OUTLINE == 4 // Versatile
            color.a = 0.1;
        #endif
        materialMask = OSIEBCA * 252.0; // Selection Outline

        #ifdef SELECT_OUTLINE_AUTO_HIDE
            if (heldItemId == 40008 && (
                heldItemId2 == 40008 ||
                heldItemId2 == 45060 ||
                heldItemId2 == 45108 ||
                heldItemId2 >= 44000 &&
                heldItemId2 < 45000)) {
                // Both hands hold nothing or only a light/totem/shield in off-hand
                discard;
            }
        #endif
    }

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

    #if COLORED_LIGHTING_INTERNAL > 0 && defined NETHER
        if (gl_FragCoord.x < 0.0)
        color = shadow2D(shadowtex0, vec3(0.5)); // To Activate Shadowmap in Nether
    #endif

    #if DRAGON_DEATH_EFFECT_INTERNAL > 0 && !defined GBUFFERS_LINE
        if (color.a == 1.0 && GetLuminance(color.rgb) > 0.9999 && color.g > 0.9999 && color.b > 0.9999) {
            discard;
        }
    #endif

    /* DRAWBUFFERS:06 */
    gl_FragData[0] = color;
    gl_FragData[1] = vec4(0.0, materialMask, 0.0, lmCoord.x + clamp01(purkinjeOverwrite) + clamp01(emission));

    #ifdef SS_BLOCKLIGHT
        /* DRAWBUFFERS:069 */
        gl_FragData[2] = vec4(0.0, 0.0, 0.0, 0.0);
    #endif
}

#endif

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

flat out vec2 lmCoord;

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

flat out vec4 glColor;

//Attributes//
#ifdef WAVE_EVERYTHING
    attribute vec4 mc_midTexCoord;
#endif

//Common Variables//

//Common Functions//

//Includes//
#ifdef TAA
    #include "/lib/antialiasing/jitter.glsl"
#endif

#ifdef WAVE_EVERYTHING
    #include "/lib/materials/materialMethods/wavingBlocks.glsl"
#endif

//Program//
void main() {
    #ifndef GBUFFERS_LINE
        gl_Position = ftransform();
    #else
        float lineWidth = 2.0;
        vec2 screenSize = vec2(viewWidth, viewHeight);
        const mat4 VIEW_SCALE = mat4(mat3(1.0 - (1.0 / 256.0)));
        vec4 linePosStart = projectionMatrix * VIEW_SCALE * modelViewMatrix * vec4(vaPosition, 1.0);
        vec4 linePosEnd = projectionMatrix * VIEW_SCALE * modelViewMatrix * (vec4(vaPosition + vaNormal, 1.0));
        vec3 ndc1 = linePosStart.xyz / linePosStart.w;
        vec3 ndc2 = linePosEnd.xyz / linePosEnd.w;
        vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * screenSize);
        vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * lineWidth / screenSize;
        if (lineOffset.x < 0.0)
            lineOffset *= -1.0;
        if (gl_VertexID % 2 == 0)
            gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
        else
            gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
    #endif

    #ifdef TAA
        gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
    #endif

    #if !defined GBUFFERS_LINE && (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

    lmCoord  = GetLightMapCoordinates();

    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();
}

#endif
