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

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

//Varyings//
varying vec2 texCoord, lmCoord;

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

varying vec4 color;

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

//Uniforms//
uniform int frameCounter;
uniform int isEyeInWater;
uniform int heldItemId;
uniform int heldItemId2;

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

uniform float far, near;
uniform float frameTimeCounter;
uniform float blindFactor, nightVision;
uniform float rainStrength;
uniform float rainStrengthS;
uniform float screenBrightness;
uniform float viewWidth, viewHeight;

uniform ivec2 eyeBrightnessSmooth;

uniform sampler2D noisetex;

uniform vec3 cameraPosition;

uniform vec3 skyColor;
uniform vec3 fogColor;

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

uniform sampler2D texture;

#if MC_VERSION >= 11700
uniform ivec4 blendFunc;
#endif

#ifdef SOFT_PARTICLES
uniform sampler2D depthtex0;
#endif

//Common Variables//

float eBS = eyeBrightnessSmooth.y / 240.0;
float eBS2 = clamp(pow(eBS,8.0),0.0,1.0);
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);

#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));
}

#ifdef SOFT_PARTICLES
float GetLinearDepth(float depth) {
	return (2.0 * near) / (far + near - depth * (far - near));
}
#endif

//Includes//
#if defined NETHER || defined END
#include "/lib/color/lightColor.glsl"
#endif

#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/color/skyColor.glsl"
#include "/lib/color/waterColor.glsl"
#include "/lib/util/dither.glsl"
#include "/lib/atmospherics/waterFog.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/atmospherics/sky.glsl"
#include "/lib/atmospherics/fog.glsl"
#include "/lib/lighting/forwardLighting.glsl"

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

#if AA > 0
#include "/lib/util/jitter.glsl"
#endif


//Program//
void main(){
	vec4 albedo = vec4(0.0);
	vec4 albedoT = texture2D(texture, texCoord);
		 albedo = albedoT * color;


	if (albedo.a > 0.0){
		vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
		
		vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
		#if AA > 0
		vec3 viewPos = ScreenToView(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
		#else
		vec3 viewPos = ScreenToView(screenPos);
		#endif
		vec3 worldPos = ViewToWorld(viewPos);

		float lViewPos = length(viewPos.xyz);
		
		#if MC_VERSION >= 11700
			if (blendFunc == ivec4(770, 1, 1, 0)) {
				albedo.a = albedoT.a * color.a * 0.2;
				lightmap = vec2(1.0);
			}
		#endif

		albedo.rgb = pow(albedo.rgb, vec3(2.2));
		
		#ifdef WHITE_WORLD
		#ifdef TEXTURESW
		albedo.rgb = vec3(0.5);
		#endif
		#endif
		#ifdef BLACK_WORLD
		#ifdef TEXTURESW
		albedo.rgb = vec3(0.0);
		#endif
		#endif
		
		float NoL = 1.0;
		NoL = clamp(dot(normal, lightVec) * 1.01 - 0.01, 0.0, 1.0);
		float NoU = clamp(dot(normal, upVec), -1.0, 1.0);
		float NoE = clamp(dot(normal, eastVec), -1.0, 1.0);
		float vanillaDiffuse = (0.25 * NoU + 0.75) + (0.667 - abs(NoE)) * (1.0 - abs(NoU)) * 0.15;
		vanillaDiffuse*= vanillaDiffuse;
		
		vec3 shadow = vec3(0.0);
		GetLighting(albedo.rgb, shadow, viewPos, lViewPos, worldPos, lightmap, 1.0, NoL, 1.0,
		1.0, 0.0, 0.0, 0.0, 1.0);
		
		albedo.rgb *= 2.0;

		#ifdef PARTICLES_VISIBILITY
			if (lViewPos < 2.0) albedo.a *= smoothstep(0.7, 2.0, lViewPos) + 0.0002;
		#endif
		
		#if defined FOG && MC_VERSION >= 11500
		Fog(albedo.rgb, viewPos);
		#endif
		
		#if defined WATER_CAUSTICS && defined OVERWORLD
			#include "/lib/lighting/causticsCall.glsl"
		#endif

	}else discard;
	
	#ifdef SOFT_PARTICLES
	float linearZ = GetLinearDepth(gl_FragCoord.z) * (far - near);
	float backZ = texture2D(depthtex0, gl_FragCoord.xy / vec2(viewWidth, viewHeight)).r;
	float linearBackZ = GetLinearDepth(backZ) * (far - near);
	
	float difference = clamp(linearBackZ - linearZ, 0.6, 1.0);
	difference = difference * difference * (3.0 - 2.0 * difference);
	
	float opaqueThreshold = fract(InterleavedGradientNoise(gl_FragCoord.xy) + frameTimeCounter * 8.0);
	
	if (albedo.a > 0.999) albedo.a *= float(difference > opaqueThreshold);
	else albedo.a *= difference;
	#endif
	
	
	
	/* DRAWBUFFERS:0 */
	gl_FragData[0] = albedo;

	#ifdef ADVANCED_MATERIALS
	/* DRAWBUFFERS:0367 */
	gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);
	gl_FragData[2] = vec4(0.0, 0.0, 0.0, 1.0);
	gl_FragData[3] = vec4(0.0, 0.0, 0.0, 1.0);
	#endif
}

#endif

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

//Uniforms//

uniform float frameTimeCounter;

uniform vec3 cameraPosition;

uniform mat4 gbufferModelView,gbufferModelViewInverse;

#if AA > 0
uniform int frameCounter;
uniform float viewWidth,viewHeight;
#endif

#ifdef SOFT_PARTICLES
uniform float far,near;
#endif

//Common Functions//
#ifdef SOFT_PARTICLES
float GetLinearDepth(float depth) {
   return (2.0 * near) / (far + near - depth * (far - near));
}
float GetLogarithmicDepth(float depth) {
	return -(2.0 * near / depth - (far + near)) / (far - near);
}
#endif

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

//Includes//
#if AA > 0
#include "/lib/util/jitter.glsl"
#endif

//Program//
void main(){
	texCoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy;
	
	lmCoord=(gl_TextureMatrix[1]*gl_MultiTexCoord1).xy;
	lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));
	
	normal=normalize(gl_NormalMatrix*gl_Normal);
	
	color=gl_Color;
	
	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);
	eastVec=normalize(gbufferModelView[0].xyz);
	
	gl_Position=ftransform();
	
	#ifdef SOFT_PARTICLES
	gl_Position.z=GetLinearDepth(gl_Position.z/gl_Position.w)*(far-near);
	gl_Position.z-= 0.25;
	gl_Position.z=GetLogarithmicDepth(gl_Position.z/(far-near))*gl_Position.w;
	#endif
	
	#if AA > 0
	gl_Position.xy=TAAJitter(gl_Position.xy,gl_Position.w);
	#endif

	gl_Position.z -= 0.000002;
}

#endif