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

//Settings//
#include "/lib/settings.glsl"

//Varyings//
varying vec2 texCoord;

varying vec3 normal;
varying vec3 sunVec, upVec;

varying vec4 position;

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

//Uniforms//
uniform int isEyeInWater;

uniform float rainStrengthS;
uniform float screenBrightness;

uniform ivec2 eyeBrightnessSmooth;

uniform sampler2D texture;

//Common Variables//
float eBS = eyeBrightnessSmooth.y / 240.0;
float sunVisibility  = clamp(dot( sunVec,upVec) + 0.0625, 0.0, 0.125) * 8.0;
float moonVisibility = clamp(dot( -sunVec,upVec) + 0.0625, 0.0, 0.125) * 8.0;
float screenBrightness2 = clamp(screenBrightness, 0.0, 1.0);

//Includes//
#include "/lib/color/lightColor.glsl"
#include "/lib/util/dither.glsl"

//Program//
void main(){
	#ifndef CLOUDS
	vec4 albedo = vec4(1.0, 1.0, 1.0, texture2D(texture, texCoord.xy).a);
	albedo.rgb = pow(albedo.rgb,vec3(2.2));
	
	float vanillaDiffuse = clamp(0.25 * dot(normal, upVec) + 0.75,0.5,1.0);
	albedo.rgb *= lightCol * (vanillaDiffuse * (0.3 * sunVisibility + 0.2));
	
	if (albedo.a > 0.1) {
			albedo.a = VANILLA_CLOUD_OPACITY;
			albedo.a *= albedo.a;
		}
	#else
	vec4 albedo = vec4(0.0);
	#endif

	/* DRAWBUFFERS:0 */
	gl_FragData[0] = albedo;
	
	#ifdef ADVANCED_MATERIALS
	/* DRAWBUFFERS:0367 */
	gl_FragData[1]=vec4(0.,0.,0.,1.);
	gl_FragData[2]=vec4(0.,0.,0.,1.);
	gl_FragData[3]=vec4(0.,0.,0.,1.);
	#endif
}

#endif

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

//Uniforms//
#if AA > 0
uniform int frameCounter;

uniform float viewWidth;
uniform float viewHeight;
#include "/lib/util/jitter.glsl"
#endif

uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;

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

//Program//
void main(){
	texCoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy;
	
	normal=normalize(gl_NormalMatrix*gl_Normal);
	
	position=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex;
	
	const vec2 sunRotationData=vec2(cos(sunPathRotation*.01745329251994),-sin(sunPathRotation*.01745329251994));
	float ang=fract(timeAngleM-.25);
	ang=(ang+(cos(ang*3.14159265358979)*-.5+.5-ang)/3.)*6.28318530717959;
	sunVec=normalize((gbufferModelView*vec4(vec3(-sin(ang),cos(ang)*sunRotationData)*2000.,1.)).xyz);
	
	upVec=normalize(gbufferModelView[1].xyz);
	
	gl_Position=ftransform();
	
	#if AA > 0
	gl_Position.xy=TAAJitter(gl_Position.xy,gl_Position.w);
	#endif
}

#endif