//Lighting Includes//
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/lighting/ggx.glsl"

#if defined REALTIME_SHADOWS && (defined OVERWORLD || defined END)
    #include "/lib/lighting/shadowSampling.glsl"
#endif

#if defined CLOUDS_REIMAGINED && defined CLOUD_SHADOWS
    #ifndef INCLUDE_CLOUD_COORD
        #include "/lib/atmospherics/clouds/cloudCoord.glsl"
        #define INCLUDE_CLOUD_COORD
    #endif
#endif

#ifdef LIGHT_COLOR_MULTS
    #include "/lib/colors/colorMultipliers.glsl"
#endif

#if defined MOON_PHASE_INF_LIGHT || defined MOON_PHASE_INF_REFLECTION
    #include "/lib/colors/moonPhaseInfluence.glsl"
#endif

//
vec3 highlightColor = normalize(pow(lightColor, vec3(0.37))) * (0.3 + 1.5 * sunVisibility2) * (1.0 - 0.85 * rainFactor);

/*
Code is commented out, see reason at directional lightmap code

mat3 GetLightmapTBN(vec3 viewPos) { // Thanks To Capt Tatsu
    mat3 lightmapTBN = mat3(normalize(dFdx(viewPos)), normalize(dFdy(viewPos)), vec3(0.0));
    lightmapTBN[2] = cross(lightmapTBN[0], lightmapTBN[1]);

    return lightmapTBN;
}

float getDirectionalLightmap(float lightmap, vec3 normal, mat3 lightmapTBN) {
    if (lightmap < 0.001) return lightmap;

    vec2 deriv = vec2(dFdx(lightmap), dFdy(lightmap)) * 256.0;
    vec3 dir = normalize(vec3(
        deriv.x * lightmapTBN[0] +
        0.0005  * lightmapTBN[2] +
        deriv.y * lightmapTBN[1]
    ));

    float pwr = clamp(dot(normal, dir), -1.0, 1.0);
    if (abs(pwr) > 0.0) pwr = pow(abs(pwr), 0.1) * sign(pwr) * lightmap;
    if (length(deriv) > 0.001) lightmap = pow(lightmap, max(1.0 - pwr, 0.001));

    return lightmap;
}
*/

//Lighting//
void DoLighting(inout vec4 color, inout vec3 shadowMult, vec3 playerPos, vec3 viewPos, float lViewPos, vec3 normalM, vec2 lightmap,
                bool noSmoothLighting, bool noDirectionalShading, bool noVanillaAO, bool centerShadowBias,
                int subsurfaceMode, float smoothnessG, float highlightMult, float emission) {

    #if defined DIRECTIONAL_LIGHTMAP_NORMALS && !defined GBUFFERS_HAND
        vec2 lightmapDir = lightmap; // thanks to the help of NinjaMike
        vec3 dFdViewPosX = dFdx(viewPos);
        vec3 dFdViewPosY = dFdy(viewPos);
        vec2 dFdBlock = vec2(dFdx(lightmapDir.x), dFdy(lightmapDir.x));
        vec3 blockLightDir = dFdViewPosX * dFdBlock.x + dFdViewPosY * dFdBlock.y;
        if (length(dFdBlock) > 1e-6) {
            lightmapDir.x  *= clamp(dot(normalize(blockLightDir), normalM) + 1.0, 0.0, 1.0);
        }
        lightmap.x = mix(lightmap.x, lightmapDir.x, 0.25 * 0.01 * max0(100.0 - pow2(lViewPos))); // mix with 0.25 to match regular normal intensity, mix to the normal lightmap with lViewPos to mitigate floating point precision error, dir lightmap only when player near light sources, otherwise normal lightmap

        /*
        This method gives a more accurate directional lightmap result, but the diagonal line issue is MUCH more frequent, so the current uncommented method above is overall better.
        This code will remain here in case I want to try and see if I can decrease the amount of diagonal lines.

        mat3 lightmapTBN = GetLightmapTBN(viewPos);
        vec2 lightmapDir = vec2(getDirectionalLightmap(lightmap.x, normalM, lightmapTBN), getDirectionalLightmap(lightmap.y, normalM, lightmapTBN));
        lightmap = mix(lightmap, lightmapDir, 0.5 * 0.01 * max0(50.0 - pow2(lViewPos))); // mix to the normal lightmap with lViewPos to mitigate floating point precision error
        */
    #endif

    #ifdef SPOOKY
        lightmap.x *= 0.85;
    #endif

    float lightmapY2 = pow2(lightmap.y);
    float lightmapYM = smoothstep1(lightmap.y);
    float subsurfaceHighlight = 0.0;
    float ambientMult = 1.0;
    vec3 lightColorM = lightColor;
    vec3 ambientColorM = ambientColor;
    vec3 nViewPos = normalize(viewPos);

    #if defined LIGHT_COLOR_MULTS && !defined GBUFFERS_WATER // lightColorMult is defined early in gbuffers_water
        lightColorMult = GetLightColorMult();
    #endif

    #ifdef EPIC_THUNDERSTORM
        vec3 normalLighting = ViewToPlayer(normal);
        #ifdef IS_IRIS
            vec2 lightningAdd = lightningFlashEffect(playerPos, lightningBoltPosition.xyz, normalLighting, 450.0) * lightningBoltPosition.w * 5.0;
            ambientColorM += lightningAdd.x;
        #else
            vec2 lightningAdd = lightningFlashEffect(playerPos, vec3(0.0), normalLighting, 450.0) * lightningFlashOptifine * 5.0;
            ambientColorM += lightningAdd.x;
        #endif
    #endif

    #ifdef OVERWORLD
        float skyLightShadowMult = pow2(pow2(lightmapY2));
    #else
        float skyLightShadowMult = 1.0;
    #endif

    #if defined SIDE_SHADOWING || defined DIRECTIONAL_SHADING
        float NdotN = dot(normalM, northVec);
        float absNdotN = abs(NdotN);
    #endif

    #if defined CUSTOM_PBR || defined GENERATED_NORMALS
        float NPdotU = abs(dot(normal, upVec));
    #endif

    // Shadows
    #if defined OVERWORLD || defined END
        float NdotL = dot(normalM, lightVec);
        #ifdef GBUFFERS_WATER
            //NdotL = mix(NdotL, 1.0, 1.0 - color.a);
        #endif
        #ifdef CUSTOM_PBR
            float geoNdotL = dot(normal, lightVec);
            float geoNdotLM = geoNdotL > 0.0 ? geoNdotL * 10.0 : geoNdotL;
            NdotL = min(geoNdotLM, NdotL);

            NdotL *= 1.0 - 0.7 * (1.0 - pow2(pow2(NdotUmax0))) * NPdotU;
        #endif
        #if !defined REALTIME_SHADOWS && defined GBUFFERS_TERRAIN
            if (subsurfaceMode == 1) {
                NdotU = 1.0;
                NdotUmax0 = 1.0;
                NdotL = dot(upVec, lightVec);
            } else if (subsurfaceMode == 2) {
                highlightMult *= NdotL;
                NdotL = mix(NdotL, 1.0, 0.35);
            }

            subsurfaceMode = 0;
        #endif
        float NdotLmax0 = max0(NdotL);
        float NdotLM = NdotLmax0 * 0.9999;

        #ifndef GBUFFERS_TEXTURED
            #if defined GBUFFERS_TERRAIN
                if (subsurfaceMode != 0) {
                    #if defined CUSTOM_PBR && defined POM && POM_QUALITY >= 128 && POM_LIGHTING_MODE == 2
                        shadowMult *= max(pow2(pow2(dot(normalM, normal))), sqrt2(NdotLmax0));
                    #endif
                    NdotLM = 1.0;
                }
                #ifdef SIDE_SHADOWING
                    else
                #endif
            #endif
            #ifdef SIDE_SHADOWING
                NdotLM = max0(NdotL + 0.4) * 0.714;

                #ifdef END
                    NdotLM = sqrt3(NdotLM);
                #endif
            #endif
        #else
            NdotLM = 1.0;
        #endif

        #if !defined ENTITY_SHADOWS && (defined GBUFFERS_ENTITIES || defined GBUFFERS_BLOCK)
            lightColorM = mix(lightColorM * 0.75, ambientColorM, 0.5 * pow2(pow2(1.0 - NdotLM)));
            NdotLM = NdotLM * 0.75 + 0.25;
        #endif

        if (shadowMult.r > 0.00001) {
            #ifdef REALTIME_SHADOWS
                if (NdotLM > 0.0001) {
                    vec3 shadowMultBeforeLighting = shadowMult;
                    float shadowLength = shadowDistance * 0.9166667 - length(vec4(playerPos.x, playerPos.y, playerPos.y, playerPos.z));

                    if (shadowLength > 0.000001) {
                        #if SHADOW_SMOOTHING == 4 || SHADOW_QUALITY == 0
                            float offset = 0.00098;
                        #elif SHADOW_SMOOTHING == 3
                            float offset = 0.00075;
                        #elif SHADOW_SMOOTHING == 2
                            float offset = 0.0005;
                        #elif SHADOW_SMOOTHING == 1
                            float offset = 0.0003;
                        #endif

                        vec3 playerPosM = playerPos;

                        #if PIXEL_SHADOW > 0 && !defined GBUFFERS_HAND
                            playerPosM = floor((playerPosM + cameraPosition) * PIXEL_SHADOW + 0.001) / PIXEL_SHADOW - cameraPosition + 0.5 / PIXEL_SHADOW;
                        #endif

                        #ifndef GBUFFERS_TEXTURED
                            // Shadow bias without peter-panning
                            vec3 worldNormal = normalize(ViewToPlayer(normal * 10000.0));
                            float distanceBias = pow(dot(playerPos, playerPos), 0.75);
                            distanceBias = 0.12 + 0.0008 * distanceBias;
                            vec3 bias = worldNormal * distanceBias * (2.0 - 0.95 * NdotLmax0); // 0.95 fixes pink petals noon shadows

                            #ifdef GBUFFERS_TERRAIN
                                if (subsurfaceMode == 2) {
                                    bias *= vec3(0.0, 0.0, -0.75);
                                } else if (subsurfaceMode == 1) {
                                    bias = vec3(0.0);
                                    centerShadowBias = true;
                                }
                            #endif

                            // Fix light leaking in caves
                            if (lightmapYM < 0.999) {
                                #ifdef GBUFFERS_HAND
                                    playerPosM = mix(vec3(0.0), playerPosM, 0.2 + 0.8 * lightmapYM);
                                #else
                                    if (centerShadowBias) {
                                        #ifdef OVERWORLD
                                            vec3 centerPos = floor(playerPosM + cameraPosition) - cameraPosition + 0.5;
                                            playerPosM = mix(centerPos, playerPosM, 0.5 + 0.5 * lightmapYM);
                                        #endif
                                    } else {
                                        vec3 edgeFactor = 0.2 * (0.5 - fract(playerPosM + cameraPosition + worldNormal * 0.01));

                                        #ifdef GBUFFERS_WATER
                                            bias *= 0.7;
                                            playerPosM += (1.0 - lightmapYM) * edgeFactor;
                                        #endif

                                        playerPosM += (1.0 - pow2(pow2(max(glColor.a, lightmapYM)))) * edgeFactor;
                                    }
                                #endif
                            }

                            playerPosM += bias;
                        #else
                            vec3 centerplayerPos = floor(playerPosM + cameraPosition) - cameraPosition + 0.5;
                            playerPosM = mix(centerplayerPos, playerPosM + vec3(0.0, 0.02, 0.0), lightmapYM);
                        #endif

                        vec3 shadowPos = GetShadowPos(playerPosM);

                        bool leaves = false;
                        #ifdef GBUFFERS_TERRAIN
                            if (subsurfaceMode == 0) {
                                #if defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
                                    offset *= 1.0 + pow2(absNdotN);
                                #endif
                            } else {
                                float VdotL = dot(nViewPos, lightVec);
                                float lightFactor = pow(max(VdotL, 0.0), 10.0) * float(isEyeInWater == 0);
                                if (subsurfaceMode == 1) {
                                    offset = 0.0010235 * lightmapYM + 0.0009765;
                                    shadowPos.z -= max(NdotL * 0.0001, 0.0) * lightmapYM;
                                    subsurfaceHighlight = lightFactor * 0.8;
                                    #ifndef SHADOW_FILTERING
                                        shadowPos.z -= 0.0002;
                                    #endif
                                } else {
                                    leaves = true;
                                    offset = 0.0005235 * lightmapYM + 0.0009765;
                                    shadowPos.z -= 0.000175 * lightmapYM;
                                    subsurfaceHighlight = lightFactor * 0.6;
                                    #ifndef SHADOW_FILTERING
                                        NdotLM = mix(NdotL, NdotLM, 0.5);
                                    #endif
                                }
                            }
                        #endif

                        shadowMult *= GetShadow(shadowPos, lViewPos, lightmap.y, offset, leaves);
                    }

                    float shadowSmooth = 16.0;
                    if (shadowLength < shadowSmooth) {
                        float shadowMixer = max0(shadowLength / shadowSmooth);

                        #ifdef GBUFFERS_TERRAIN
                            if (subsurfaceMode != 0) {
                                float shadowMixerM = pow2(shadowMixer);

                                if (subsurfaceMode == 1) skyLightShadowMult *= mix(0.6 + 0.3 * pow2(noonFactor), 1.0, shadowMixerM);
                                else skyLightShadowMult *= mix(NdotL * 0.4999 + 0.5, 1.0, shadowMixerM);

                                subsurfaceHighlight *= shadowMixer;
                            }
                        #endif

                        shadowMult = mix(vec3(skyLightShadowMult * shadowMultBeforeLighting), shadowMult, shadowMixer);
                    }

                    #ifdef CLOUD_SHADOWS
                        if (shadowMult.r > 0.0001) {
                            vec3 worldPos = playerPos + cameraPosition;

                            #ifdef CLOUDS_REIMAGINED
                                float EdotL = dot(eastVec, lightVec);
                                float EdotLM = tan(acos(EdotL));

                                #if SUN_ANGLE != 0
                                    float NVdotLM = tan(acos(dot(northVec, lightVec)));
                                #endif

                                float distToCloudLayer1 = cloudAlt1i - worldPos.y;
                                vec3 cloudOffset1 = vec3(distToCloudLayer1 / EdotLM, 0.0, 0.0);
                                #if SUN_ANGLE != 0
                                    cloudOffset1.z += distToCloudLayer1 / NVdotLM;
                                #endif
                                vec2 cloudPos1 = GetRoundedCloudCoord(ModifyTracePos(worldPos + cloudOffset1, cloudAlt1i).xz, CLOUD_SHADOW_ROUNDNESS);
                                float cloudSample = texture2D(gaux4, cloudPos1).b;
                                cloudSample *= clamp(distToCloudLayer1 * 0.1, 0.0, 1.0);

                                #ifdef DOUBLE_REIM_CLOUDS
                                    float distToCloudLayer2 = cloudAlt2i - worldPos.y;
                                    vec3 cloudOffset2 = vec3(distToCloudLayer2 / EdotLM, 0.0, 0.0);
                                    #if SUN_ANGLE != 0
                                        cloudOffset2.z += distToCloudLayer2 / NVdotLM;
                                    #endif
                                    vec2 cloudPos2 = GetRoundedCloudCoord(ModifyTracePos(worldPos + cloudOffset2, cloudAlt2i).xz, CLOUD_SHADOW_ROUNDNESS);
                                    float cloudSample2 = texture2D(gaux4, cloudPos2).b;
                                    cloudSample2 *= clamp(distToCloudLayer2 * 0.1, 0.0, 1.0);

                                    cloudSample = max(cloudSample, cloudSample2);
                                #endif

                                cloudSample *= sqrt3(1.0 - abs(EdotL));
                                shadowMult *= 1.0 - 0.85 * cloudSample;
                            #else
                                vec2 csPos = worldPos.xz + worldPos.y * 0.25;
                                csPos.x += syncedTime;
                                csPos *= 0.0002;

                                vec2 shadowoffsets[8] = vec2[8](
                                    vec2( 0.0   , 1.0   ),
                                    vec2( 0.7071, 0.7071),
                                    vec2( 1.0   , 0.0   ),
                                    vec2( 0.7071,-0.7071),
                                    vec2( 0.0   ,-1.0   ),
                                    vec2(-0.7071,-0.7071),
                                    vec2(-1.0   , 0.0   ),
                                    vec2(-0.7071, 0.7071));
                                float cloudSample = 0.0;
                                for (int i = 0; i < 8; i++) {
                                    cloudSample += texture2D(noisetex, csPos + 0.005 * shadowoffsets[i]).b;
                                }

                                shadowMult *= smoothstep1(pow2(min1(cloudSample * 0.2)));
                            #endif
                        }
                    #endif
                }
            #else
                shadowMult *= skyLightShadowMult;
            #endif

            shadowMult *= max(NdotLM * shadowTime, 0.0);
        }
        #ifdef GBUFFERS_WATER
            else { // Low Quality Water
                shadowMult = vec3(pow2(lightmapY2) * max(NdotLM * shadowTime, 0.0));
            }
        #endif
    #endif

    // Blocklight
    #if HELD_LIGHTING_MODE >= 1
        float heldLight = max(heldBlockLightValue, heldBlockLightValue2);
        float lViewPosL = lViewPos;
        if (heldItemId == 45032 || heldItemId2 == 45032) heldLight = 15; // Lava Bucket
        #if HELD_LIGHTING_MODE == 1
            heldLight *= 0.75;
            lViewPosL *= 1.5;
        #elif HELD_LIGHTING_MODE == 2
            heldLight *= 0.97;
        #endif
        #ifdef SPOOKY
            heldLight *= 1.1;
            lViewPosL *= 2.5;
        #endif
        float dirHeldLightmapMix = 1.0;
        #ifdef DIRECTIONAL_LIGHTMAP_NORMALS
            vec3 cameraHeldLightPos = cameraPosition.xyz;
            #ifdef IS_IRIS
                cameraHeldLightPos = eyePosition.xyz;
            #endif
            float dirHandLightmap = clamp(dot(normalize(cameraHeldLightPos), ViewToPlayer(-normalM)) + 1.0, 0.0, 1.0);
            dirHeldLightmapMix = mix(1.0, dirHandLightmap, 0.01 * max0(100.0 - pow2(lViewPos))); // this makes the directional held light go as far as the default one
        #endif
        float heldLightFinal = (heldLight - lViewPosL) * 0.066666; // Default Complementary held lighting
        lightmap.x = max(lightmap.x, mix(heldLightFinal, heldLightFinal * dirHeldLightmapMix, 0.25)); // mix with 0.25 to match directional blocklight and the strength of the default normals. Higher values have a bigger normal contrast
    #endif
    float lightmapXM;
    if (!noSmoothLighting) {
        float lightmapXMSteep = pow2(pow2(lightmap.x * lightmap.x))  * (3.8 - 0.6 * vsBrightness);
        float lightmapXMCalm = (lightmap.x) * (1.8 + 0.6 * vsBrightness);
        lightmapXM = pow(lightmapXMSteep + lightmapXMCalm, 2.25);
    } else lightmapXM = pow2(lightmap.x) * lightmap.x * 10.0;

    #if BLOCKLIGHT_FLICKERING > 0 || defined SPOOKY
        float blocklightFlickerSpookyStrength = 0.0;
        #ifdef SPOOKY
            blocklightFlickerSpookyStrength = 0.7;
        #endif
        vec2 flickerNoise = texture2D(noisetex, vec2(frameTimeCounter * 0.06)).rb;
        lightmapXM *= mix(1.0, min1(max(flickerNoise.r, flickerNoise.g) * 1.7), max(pow2(BLOCKLIGHT_FLICKERING * 0.1), blocklightFlickerSpookyStrength));
    #endif

    #ifdef RANDOM_BLOCKLIGHT
        float RandR = texture2D(noisetex, 0.00016 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz)).r * XLIGHT_R;
        float RandG = texture2D(noisetex, 0.00029 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz)).r * XLIGHT_G;
        float RandB = texture2D(noisetex, 0.00034 * RANDOM_BLOCKLIGHT_SIZE * (playerPos.xz + cameraPosition.xz)).r * XLIGHT_B;
        blocklightCol = vec3(RandR, RandG, RandB) * 0.875;
    #endif

    // Minimum Light
    float fadeMinLightDistance = 1.0;
    #if defined DISTANCE_MIN_LIGHT || defined SPOOKY
        float blockMinLightFadeDistance = 250;
        #ifdef SPOOKY
            blockMinLightFadeDistance = 80;
        #endif
        fadeMinLightDistance = max(1.0 - length(playerPos) / blockMinLightFadeDistance, 0.0);
        fadeMinLightDistance = exp((1.0 - fadeMinLightDistance) * -15.0) * (1.0 - nightVision) + nightVision;
    #endif
    #if !defined END && defined SPOOKY
        vec3 minLighting = vec3(0.045) * fadeMinLightDistance;
    #else
        #if !defined END && MINIMUM_LIGHT_MODE > 0
            #if MINIMUM_LIGHT_MODE == 1
                vec3 minLighting = vec3(0.0036) * fadeMinLightDistance;
            #elif MINIMUM_LIGHT_MODE == 2
                vec3 minLighting = vec3(0.005625 + vsBrightness * 0.043) * fadeMinLightDistance;
            #elif MINIMUM_LIGHT_MODE == 3
                vec3 minLighting = vec3(0.0625) * fadeMinLightDistance;
            #elif MINIMUM_LIGHT_MODE >= 4
                vec3 minLighting = vec3(0.015625 * pow2(MINIMUM_LIGHT_MODE)) * fadeMinLightDistance;
            #endif

            minLighting *= 1.0 - lightmapYM; //AAA
        #else
            vec3 minLighting = vec3(0.0);
        #endif
    #endif

    minLighting += nightVision * vec3(0.5, 0.5, 0.75);

    // Lighting Tweaks
    #ifdef OVERWORLD
        ambientMult = mix(lightmapYM, pow2(lightmapYM) * lightmapYM, rainFactor);

        #ifndef REALTIME_SHADOWS
            float tweakFactor = 1.0 + 0.6 * (1.0 - pow2(pow2(pow2(noonFactor))));
            lightColorM /= tweakFactor;
            ambientMult *= mix(tweakFactor, 1.0, 0.5 * NdotUmax0);
        #endif

        #if AMBIENT_MULT != 100
            #define AMBIENT_MULT_M (AMBIENT_MULT - 100) * 0.006
            vec3 shadowMultP = shadowMult / (0.1 + 0.9 * sqrt2(max0(NdotLM)));
            ambientMult *= 1.0 + pow2(pow2(max0(1.0 - dot(shadowMultP, shadowMultP)))) * AMBIENT_MULT_M *
                           (0.5 + 0.2 * sunFactor + 0.8 * noonFactor) * (1.0 - rainFactor * 0.5);
        #endif

        if (isEyeInWater != 1) {
            float lxFactor = (sunVisibility2 * 0.4 + (0.6 - 0.6 * pow2(invNoonFactor))) * (6.0 - 5.0 * rainFactor);
            lxFactor *= lightmapY2 + lightmapY2 * 2.0 * pow2(shadowMult.r);
            lxFactor = max0(lxFactor - emission * 1000000.0);
            lightmapXM *= pow(max(lightmap.x, 0.001), lxFactor);

            // Less light in the distance / more light closer to the camera during rain or night to simulate thicker fog
            float rainLF = 0.1 * rainFactor;
            float lightFogTweaks = 1.0 + max0(96.0 - lViewPos) * (0.002 * (1.0 - sunVisibility2) + 0.0104 * rainLF) - rainLF;
            ambientMult *= lightFogTweaks;
            lightColorM *= lightFogTweaks;
        }
    #endif

    #ifdef GBUFFERS_HAND
        ambientMult *= 1.3; // To improve held map visibility
    #endif

    // Directional Shading
    float directionShade = 1.0;
    #ifdef DIRECTIONAL_SHADING
        if (!noDirectionalShading) {
            float NdotE = dot(normalM, eastVec);
            float absNdotE = abs(NdotE);
            float absNdotE2 = pow2(absNdotE);

            #if !defined NETHER
                float NdotUM = 0.75 + NdotU * 0.25;
            #else
                float NdotUM = 0.75 + abs(NdotU + 0.5) * 0.16666;
            #endif
            float NdotNM = 1.0 + 0.075 * absNdotN;
            float NdotEM = 1.0 - 0.1 * absNdotE2;
            directionShade = NdotUM * NdotEM * NdotNM;

            #ifdef OVERWORLD
                lightColorM *= 1.0 + absNdotE2 * 0.75;
            #elif defined NETHER
                directionShade *= directionShade;
                ambientColorM += lavaLightColor * pow2(absNdotN * 0.5 + max0(-NdotU)) * (0.7 + 0.35 * vsBrightness);
            #endif

            #if defined CUSTOM_PBR || defined GENERATED_NORMALS
                float cpbrAmbFactor = NdotN * NPdotU;
                cpbrAmbFactor = 1.0 - 0.3 * cpbrAmbFactor;
                ambientColorM *= cpbrAmbFactor;
                minLighting *= cpbrAmbFactor;
            #endif

            #if defined OVERWORLD && defined PERPENDICULAR_TWEAKS && defined SIDE_SHADOWING
                // Fake bounced light
                ambientColorM = mix(ambientColorM, lightColorM, (0.05 + 0.03 * subsurfaceMode) * absNdotN * lightmapY2);

                // Get a bit more natural looking lighting during noon
                lightColorM *= 1.0 + max0(1.0 - subsurfaceMode) * pow(noonFactor, 20.0) * (pow2(absNdotN) - absNdotE2 * 0.1);
            #endif
        }
    #endif

    // Combine Lighting
    vec3 blockLighting = lightmapXM * blocklightCol;
    vec3 sceneLighting = lightColorM * shadowMult + ambientColorM * ambientMult;
    float dotSceneLighting = dot(sceneLighting, sceneLighting);

    #ifdef LIGHT_COLOR_MULTS
        sceneLighting *= lightColorMult;
    #endif
    #ifdef MOON_PHASE_INF_LIGHT
        sceneLighting *= moonPhaseInfluence;
    #endif

    // Vanilla Ambient Occlusion
    float vanillaAO = 1.0;
    #if VANILLAAO_I > 0
        if (subsurfaceMode != 0) vanillaAO = min1(glColor.a * 1.15);
        else if (!noVanillaAO) {
            #ifdef GBUFFERS_TERRAIN
                vanillaAO = min1(glColor.a + 0.08);
                #ifdef OVERWORLD
                    vanillaAO = pow(
                        pow1_5(vanillaAO),
                        1.0 + dotSceneLighting * 0.02 + NdotUmax0 * (0.15 + 0.25 * pow2(noonFactor * pow2(lightmapY2)))
                    );
                #elif defined NETHER
                    vanillaAO = pow(
                        pow1_5(vanillaAO),
                        1.0 + NdotUmax0 * 0.5
                    );
                #else
                    vanillaAO = pow(
                        vanillaAO,
                        0.75 + NdotUmax0 * 0.25
                    );
                #endif
            #else
                vanillaAO = glColor.a;
            #endif
            vanillaAO = vanillaAO * 0.9 + 0.1;

            #if VANILLAAO_I != 100
                #define VANILLAAO_IM VANILLAAO_I * 0.01
                vanillaAO = pow(vanillaAO, VANILLAAO_IM);
            #endif
        }
    #endif

    // Light Highlight
    vec3 lightHighlight = vec3(0.0);
    #ifdef LIGHT_HIGHLIGHT
        float specularHighlight = GGX(normalM, nViewPos, lightVec, NdotLmax0, smoothnessG);

        specularHighlight *= highlightMult;

        lightHighlight = isEyeInWater != 1 ? shadowMult : pow(shadowMult, vec3(0.25)) * 0.35;
        lightHighlight *= (subsurfaceHighlight + specularHighlight) * highlightColor;

        #ifdef LIGHT_COLOR_MULTS
            lightHighlight *= lightColorMult;
        #endif
        #ifdef MOON_PHASE_INF_REFLECTION
            lightHighlight *= pow2(moonPhaseInfluence);
        #endif
        #ifdef SPOOKY
            lightHighlight *= 0.3;
        #endif
    #endif

    // Mix Colors
    vec3 finalDiffuse = pow2(directionShade * vanillaAO) * (blockLighting + pow2(sceneLighting) + minLighting) + pow2(emission);
    finalDiffuse = sqrt(max(finalDiffuse, vec3(0.0))); // sqrt() for a bit more realistic light mix, max() to prevent NaNs

    // Apply Lighting
    color.rgb *= finalDiffuse;
    color.rgb += lightHighlight;
    color.rgb *= pow2(1.0 - darknessLightFactor);
}
