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

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

//Varyings//
varying vec2 texCoord;
varying vec4 color;
varying vec4 position;

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

//Uniforms//
uniform sampler2D texture;
uniform int heldItemId;
uniform float frameTimeCounter;
uniform float rainStrengthS;

#ifdef CONSISTENT_ENCHANT
uniform int worldTime;
uniform ivec2 eyeBrightnessSmooth;
uniform float rainStrength;
#endif

#ifdef MAGICAL_GLINT
#include "/lib/color/hue.glsl"
#endif

#ifdef CONSISTENT_ENCHANT
float night = clamp((worldTime-13000.0)/300.0,0.0,1.0)-clamp((worldTime-22800.0)/200.0,0.0,1.0);
float cavelight = pow(eyeBrightnessSmooth.y / 255.0, 6.0) * 1.0 + (0.7 + 0.5*night);
#endif

//Program//
void main(){
    
    vec4 multiplier = color;
    
    #ifdef MODE_RAGE
    if(heldItemId==10267||heldItemId==10268||heldItemId==10276||heldItemId==10278||heldItemId==10283){
        multiplier = vec4 (1.0,0.0,0.0,1.0);
    }
    else
    {
        #endif
        #ifdef MAGICAL_GLINT
        multiplier = vec4(hue(frameTimeCounter * MAGICAL_GLINT_SPEED ), 1.0);
        #endif
        #ifdef MODE_RAGE
    }
    #endif
    
    vec4 albedo = texture2D(texture, texCoord ) * multiplier;
    
    #ifdef CONSISTENT_ENCHANT
    vec3 lighting = vec3(1.0+ (0.4*rainStrength - 0.4*rainStrength*night));
    lighting /= 0.8 - 0.5*night;
    lighting /= cavelight;
    
    albedo.rgb = pow(albedo.rgb*0.33, lighting);
    #else
    albedo.rgb = pow(albedo.rgb,vec3(2.2));
    #endif
    
    albedo.rgb *= GLINT_INTENSITY;

    /* DRAWBUFFERS:0 */
    gl_FragData[0]=albedo;
    
}

#endif

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

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

uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;

uniform float frameTimeCounter;

//Includes//

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

//Program//
void main(){
        texCoord=(gl_TextureMatrix[0]*gl_MultiTexCoord0).xy;
        
        color=gl_Color;
        
        position=gbufferModelViewInverse*gl_ModelViewMatrix*gl_Vertex;
        
        vec4 temppos=gl_ProjectionMatrix*gbufferModelView*position;
        
        if((temppos.z/temppos.w)<.56)//hand
        {
            
            #ifdef MOUVEMENTS_MAINS
            position-=vec4(.03*sin(frameTimeCounter*3.*SPEED_MOOVE),.015*cos(frameTimeCounter*4.*SPEED_MOOVE),0.,0.)*gbufferModelView;
            #endif
            
            #ifdef MOUVEMENTS_MAINS_2
            position.y+=sin(frameTimeCounter*3.*SPEED_MOOVE)*.015;
            position.z-=cos(frameTimeCounter*4.*SPEED_MOOVE)*.0015;
            #endif
            
            position=gbufferModelView*position;
            
            position.z-=ADVANCE_HAND_POS;
            position.y+=ADVANCE_HAND_POS2;
            position.x+=DECALLAGE_MAINS;
            
            gl_Position=gl_ProjectionMatrix*position;
        }
        else
        {
            gl_Position=gl_ProjectionMatrix*gbufferModelView*position;
        }
        
        #if AA > 0
        gl_Position.xy=TAAJitter(gl_Position.xy,gl_Position.w);
        #endif
        
}
#endif