/*//////////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------//
//----------------------------------------------------------------------------//
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/////(BSL Shaders Edit)//////////////////////////////////////By LexBoosT//////*/

//Settings//

//#define DEBUG_BLOCK

#include "/lib/util/fastMath.glsl"

#include "/settings/globalSettings.glsl"

//Varyings//
varying vec2 texCoord, lmCoord;

varying vec3 normal;
varying vec3 sunVec, upVec, eastVec;
varying vec4 color;

#if MC_VERSION >= 11700
	varying float fullLightmap;
#endif

#ifdef ADVANCED_MATERIALS
	varying vec3 viewVector;
	varying vec3 binormal, tangent;
	varying vec4 vTexCoord, vTexCoordAM;
	varying float dist;
#endif

//Fragment Shader///////////////////////////////////////////////////////////////////////////////////
#ifdef FSH

	//Uniforms//
	uniform int blockEntityId;
	uniform int frameCounter;
	uniform int isEyeInWater;
	uniform int heldItemId;
	uniform int heldItemId2;
	uniform int moonPhase;
	#define UNIFORM_MOONPHASE

	#ifdef DYNAMIC_HAND_LIGHT
		uniform int heldBlockLightValue;
		uniform int heldBlockLightValue2;
	#endif

	uniform float frameTimeCounter;
	uniform float nightVision;
	uniform float rainStrengthS;
	uniform float screenBrightness;
	uniform float viewWidth, viewHeight;
	uniform float far;

	#ifdef ENABLE_DARKNESS_EFFECT
		#if MC_VERSION >= 11900
			uniform float darknessFactor;
			uniform float darknessLightFactor;
		#endif
	#endif

	uniform vec3 cameraPosition;

	uniform ivec2 eyeBrightnessSmooth;

	uniform mat4 gbufferProjectionInverse;
	uniform mat4 gbufferModelViewInverse;
	uniform mat4 shadowProjection;
	uniform mat4 shadowModelView;

	uniform sampler2D texture;

	#if (defined OVERWORLD  && defined WATER_CAUSTICS)
		uniform sampler2D noisetex;
	#endif

	#ifdef ADVANCED_MATERIALS
		uniform ivec2 atlasSize;
		uniform sampler2D specular;
		uniform sampler2D normals;
	#endif

	uniform vec3 fogColor;

	//Common Variables//

	float eBS              =eyeBrightnessSmooth.y / 240.0;
	float sunVisibility    =clamp00125(dot( sunVec,upVec) + 0.0625) * 8.0;
	float moonVisibility   =clamp00125(dot( -sunVec,upVec) + 0.0625) * 8.0;
	float screenBrightness2=clamp01(screenBrightness);

	#ifdef ADVANCED_MATERIALS
		vec2 dcdx = dFdx(texCoord);
		vec2 dcdy = dFdy(texCoord);
	#endif

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

	//Common Functions//
	float GetLuminance(vec3 color){
		return dot(color,vec3(0.299, 0.587, 0.114));
	}

	//Includes//
	#include "/lib/color/blocklightColor.glsl"
	#include "/lib/color/dimensionColor.glsl"
	#include "/lib/color/specularColor.glsl"
	#include "/lib/util/dither.glsl"
	#include "/lib/util/spaceConversion.glsl"

	#if (defined OVERWORLD  && defined WATER_CAUSTICS)
	#include "/lib/color/waterColor.glsl"
	#include "/lib/lighting/caustics.glsl"
	#endif

	#include "/lib/lighting/forwardLighting.glsl"
	#include "/lib/surface/ggx.glsl"

	#if AA > 1
	#include "/lib/util/jitter.glsl"
	#endif


	#ifdef ADVANCED_MATERIALS
	#include "/lib/util/encode.glsl"
	#include "/lib/reflections/complexFresnel.glsl"
	#include "/lib/surface/materialGbuffers.glsl"
	#include "/lib/surface/parallax.glsl"
	#endif

	#ifdef NORMAL_SKIP
		#undef PARALLAX
		#undef SELF_SHADOW
	#endif

	#ifdef SHOW_DARK_ZONES
	#include "/lib/lighting/showdarkzones.glsl"
	#endif

	//Program//
	void main(){
		vec4 albedo = texture2D(texture, texCoord) * color;
		vec3 newNormal = normal;
		float smoothness = 0.0;

			#if MC_VERSION >= 11300
				float skipAdvMat = float(blockEntityId == 10401);
			#else
				float skipAdvMat = float(blockEntityId == 63 || blockEntityId == 68);
			#endif

			#ifdef ADVANCED_MATERIALS
				vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
				float surfaceDepth = 1.0;
				float parallaxFade = clamp01((dist - PARALLAX_DISTANCE) / 32.0);

				#ifdef PARALLAX
					if (skipAdvMat < 0.5){
						newCoord = GetParallaxCoord(parallaxFade, surfaceDepth);
						albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * color;
					}
				#endif

				float skyOcclusion = 0.0;
				vec3 fresnel3 = vec3(0.0);

			#endif

			if (albedo.a > 0.00001){
				vec2 lightmap = clampVec2_01(lmCoord);

				float metalness      = 0.0;
				float emission       = float(blockEntityId == 10250);
				float subsurface     = float(blockEntityId == 10109) * 0.5;
				vec3 baseReflectance = vec3(0.04);

				emission *= dot(albedo.rgb, albedo.rgb) * 0.333;

				vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);

				#if AA > 1
					vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
				#else
					vec3 viewPos = ScreenToView(screenPos);
				#endif

				vec3 worldPos = ViewToWorld(viewPos);

				#ifdef ADVANCED_MATERIALS
					float f0 = 0.0, porosity = 0.5, ao = 1.0;
					vec3 normalMap = vec3(0.0, 0.0, 1.0);

					GetMaterials(smoothness, metalness, f0, emission, subsurface, porosity, ao, normalMap, newCoord, dcdx, dcdy);

					#ifdef NORMAL_SKIP
						normalMap = vec3(0.0, 0.0, 1.0);
					#endif

					mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
										tangent.y, binormal.y, normal.y,
										tangent.z, binormal.z, normal.z);

					if (normalMap.x > -0.999 && normalMap.y > -0.999)
					newNormal = clampVec3Inv_11(normalize(normalMap.xyz * tbnMatrix));
				#endif


				float NoL            =clamp01(dot(newNormal, lightVec) * 1.01 - 0.01);
				float NoU            =clampInv11(dot(newNormal, upVec));
				float NoE            =clampInv11(dot(newNormal, eastVec));
				float vanillaDiffuse =(0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
				      vanillaDiffuse*=vanillaDiffuse;

				#ifdef NEW_END_PORTAL
					#include "/lib/others/endPortal.glsl"
				#endif

				albedo.rgb = pow(albedo.rgb, vec3(2.2));

				#ifdef WHITE_WORLD
					albedo.rgb = vec3(0.5);
				#endif

				#ifdef BLACK_WORLD
					albedo.rgb = vec3(0.0);
				#endif

				float parallaxShadow = 1.0;

				#ifdef ADVANCED_MATERIALS
					vec3 rawAlbedo = albedo.rgb * 0.999 + 0.001;
					albedo.rgb *= ao;

					#ifdef REFLECTION_SPECULAR
						albedo.rgb *= 1.0 - metalness * smoothness * 0.65;
					#endif

					float doParallax = 0.0;

					#ifdef SELF_SHADOW
							#ifdef OVERWORLD
								doParallax = float(lightmap.y > 0.0 && NoL > 0.0);
							#endif
						#ifdef END
							doParallax = float(NoL > 0.0);
						#endif

						if (doParallax > 0.5){
							parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec, tbnMatrix);
						}
					#endif
				#endif

				bool dolighting = true;
				//Signs
					#if MC_VERSION >= 11700
					if (skipAdvMat > 0.5 && fullLightmap > 0.5) {
						dolighting = false;

						#ifdef OVERWORLD
							albedo.rgb *= clamp01(albedo.rgb * LIGHTSIGN_INTENSITY_OVERWORLD);
						#endif

						#ifdef NETHER
							albedo.rgb *= clamp01(albedo.rgb * LIGHTSIGN_INTENSITY_NETHER);
						#endif

						#ifdef ENDER
							albedo.rgb *= clamp01(albedo.rgb * LIGHTSIGN_INTENSITY_ENDER);
						#endif
					}
					#endif

				vec3 shadow = vec3(0.0);

				if(dolighting) GetLighting(albedo.rgb, shadow, viewPos, worldPos, lightmap, color.a, NoL, vanillaDiffuse,
				parallaxShadow, emission, subsurface, 0.0, 1.0);

				#ifdef ADVANCED_MATERIALS
					skyOcclusion = lightmap.y * lightmap.y * (3.0 - 2.0 * lightmap.y);

					baseReflectance = mix(vec3(f0), rawAlbedo, metalness);
					float fresnel = pow(clamp01(1.0 + dot(newNormal, normalize(viewPos.xyz))), 5.0);

					fresnel3 = mix(baseReflectance, vec3(1.0), fresnel);

					#if MATERIAL_FORMAT == 1
						if (f0 >= 0.9 && f0 < 1.0) {

							baseReflectance = GetMetalCol(f0);
							fresnel3 = ComplexFresnel(pow(fresnel, 0.2), f0);

							#ifdef ALBEDO_METAL
								fresnel3 *= rawAlbedo;
							#endif
						}
					#endif

					float aoSquared = ao * ao ;

					shadow *= aoSquared; fresnel3 *= aoSquared;

					albedo.rgb = albedo.rgb * (1.0 - fresnel3 * smoothness * smoothness * (1.0 - metalness));

					#if (defined OVERWORLD || defined END) && (defined ADVANCED_MATERIALS || defined SPECULAR_HIGHLIGHT_ROUGH)
						vec3 specularColor=GetSpecularColor(lightmap.y, metalness, baseReflectance);

						vec3 GetSpecularHighlight = GetSpecularHighlight(newNormal, viewPos, lightVec, smoothness, baseReflectance,
													specularColor, shadow * vanillaDiffuse, color.a);

						#if	defined ADVANCED_MATERIALS  && defined SELF_SHADOW
							GetSpecularHighlight *= parallaxShadow;
						#endif

						if (isEyeInWater == 0) GetSpecularHighlight *= pow(lightmap.y, 2.5);
						if (!(blockEntityId == 10888))
						albedo.rgb += GetSpecularHighlight;

					#endif

					#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR && defined REFLECTION_ROUGH
						normalMap = mix(vec3(0.0, 0.0, 1.0), normalMap, smoothness);
						newNormal = clampVec3Inv_11(normalize(normalMap * tbnMatrix));
					#endif
				#endif

				if(blockEntityId == 10250) albedo.a = sqrt(albedo.a);

				#if (defined OVERWORLD  && defined WATER_CAUSTICS)
				#include "/lib/lighting/causticsCall.glsl"
				#endif

				#ifdef SHOW_DARK_ZONES
					if (vanillaDiffuse > 0.99) {
						albedo.rgb=showDarkZones(albedo.rgb);
					}
				#endif

			} else discard;


			/*DRAWBUFFERS:0*/

			#ifdef DEBUG_BLOCK
            	gl_FragData[0]=vec4(0.0, 1.0, 1.0, 0.75);
			#else
				gl_FragData[0] = vec4(albedo);
			#endif

			#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR

			/*DRAWBUFFERS:0361*/

			gl_FragData[1] = vec4(smoothness, skyOcclusion, 0.0, 1.0);
			gl_FragData[2] = vec4(EncodeNormal(newNormal), float(gl_FragCoord.z < 1.0), 1.0);
			gl_FragData[3] = vec4(fresnel3, 1.0);

			#endif
		}

#endif

	//Vertex Shader/////////////////////////////////////////////////////////////////////////////////////
#ifdef VSH

	//Uniforms//
	uniform vec3 cameraPosition;

	uniform mat4 gbufferModelView,gbufferModelViewInverse;

	#if AA > 1
		uniform int frameCounter;
		uniform float viewWidth,viewHeight;
	#endif

	//Attributes//

	#ifdef ADVANCED_MATERIALS
		attribute vec4 mc_midTexCoord;
		attribute vec4 at_tangent;
	#endif

	//Common Variables//
	#ifdef OVERWORLD
		float timeAngleM = timeAngle;
	#else
		float timeAngleM = 0.25;
	#endif

	//Includes//
	#if AA > 1
	#include "/lib/util/jitter.glsl"
	#endif

	//Program//
	void main(){
		texCoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy;

		lmCoord=(gl_TextureMatrix[1]*gl_MultiTexCoord1).xy;

		#if MC_VERSION >= 11700
			fullLightmap = 0.0;
			if (lmCoord.x > 0.96) fullLightmap = 1.0;
		#endif

		lmCoord=clamp01((lmCoord - 0.03125) * 1.06667);

		normal=normalize(gl_NormalMatrix * gl_Normal);

		#ifdef ADVANCED_MATERIALS
			binormal=normalize(gl_NormalMatrix * cross(at_tangent.xyz, gl_Normal.xyz) * at_tangent.w);
			tangent =normalize(gl_NormalMatrix * at_tangent.xyz);

			mat3 tbnMatrix=mat3(tangent.x,binormal.x,normal.x,
								tangent.y,binormal.y,normal.y,
								tangent.z,binormal.z,normal.z);

			viewVector=tbnMatrix * (gl_ModelViewMatrix * gl_Vertex).xyz;

			dist=length(gl_ModelViewMatrix * gl_Vertex);

			vec2 midCoord      =(gl_TextureMatrix[0] * mc_midTexCoord).st;
			vec2 texMinMidCoord=texCoord - midCoord;

			vTexCoordAM.pq=abs(texMinMidCoord) * 2;
			vTexCoordAM.st=min(texCoord,midCoord - texMinMidCoord);

			vTexCoord.xy=sign(texMinMidCoord) * 0.5 + 0.5;
		#endif

		color=gl_Color;

		const vec2 sunRotationData=vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
		float ang                 =fract(timeAngleM - 0.25);
		      ang                 =(ang+(cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
		      sunVec              =normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);

		upVec  =normalize(gbufferModelView[1].xyz);
		eastVec=normalize(gbufferModelView[0].xyz);

		gl_Position = ftransform();

		#if AA > 1
			gl_Position.xy=TAAJitter(gl_Position.xy, gl_Position.w);
		#endif
	}

#endif