/*#############################################
#    _   ___ _____ ___    _   _    _____  __  #
#   /_\ / __|_   _| _ \  /_\ | |  | __\ \/ /  #
#  / _ \\__ \ | | |   / / _ \| |__| _| >  <   #
# /_/ \_\___/ |_| |_|_\/_/ \_\____|___/_/\_\  #
#											  #
#############################################*/

//Settings//////////////////Settings///////////////////Settings///////////////////Settings//

//#define DEBUG_BLOCK

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

#include "/settings/globalSettings.glsl"

//Varying////////////////////Varying////////////////////Varying////////////////////Varying//

varying vec2 texCoord, lmCoord;
varying vec3 sunVec, upVec, uSunVec, eastVec, normal;
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

//Vertex Shader////////////Vertex Shader////////////Vertex Shader////////////Vertex Shader//
#ifdef VERTEX

	//Uniforms//
	uniform vec3 cameraPosition;

	uniform mat4 gbufferModelViewInverse;

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

	#if MOUVEMENT_CAM > 0
	uniform float frameTimeCounter;
	uniform float onGroundSmooth;
	#endif

	//Attributes//

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

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

	#ifdef WORLD_CURVATURE
	#include "/lib/vertex/worldCurvature.glsl"
	#endif

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

		lmCoord  = GetLightMapCoordinates();

		#if MC_VERSION >= 11700
			fullLightmap = 0.0;
			if (lmCoord.x > 0.99) fullLightmap = 1.0;
		#endif

		lmCoord.x -= Max0(lmCoord.x - 0.825) * 0.75;

		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).xy;
			vec2 texMinMidCoord=texCoord - midCoord;

			vTexCoordAM.zw=abs(texMinMidCoord) * 2;
			vTexCoordAM.xy=min(texCoord,midCoord - texMinMidCoord);

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

		color=gl_Color;
		if(color.a < 0.1) color.a = 1.0;

		upVec = normalize(gbufferModelView[1].xyz);
		eastVec = normalize(gbufferModelView[0].xyz);
		uSunVec = GetuSunVec();
		sunVec = GetSunVec(uSunVec);

		if (normal != normal) normal = -upVec;

		vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;

		#ifdef WORLD_CURVATURE
			position.y -= WorldCurvature(position.xz);
			gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
		#else
			gl_Position = ftransform();
		#endif

		#if MOUVEMENT_CAM > 0
			gl_Position += vec4(0.03 * sin(frameTimeCounter * 3.0 * SPEED_MOOVE), 0.015 * cos(frameTimeCounter * 4.0 * SPEED_MOOVE), 0.0, 0.0) * gl_ProjectionMatrix * onGroundSmooth;
		#endif

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

#endif

//Fragment Shader//////////Fragment Shader/////////Fragment Shader/////////Fragment Shader//
#ifdef FRAGMENT

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

	uniform int heldBlockLightValue;
	uniform int heldBlockLightValue2;

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

	#if (defined ENABLE_DARKNESS_EFFECT && MC_VERSION >= 11900)
		uniform float darknessFactor;
		uniform float darknessLightFactor;
	#endif

	uniform vec3 cameraPosition;

	uniform ivec2 eyeBrightnessSmooth;

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

	uniform sampler2D texture;
	uniform sampler2D noisetex;

	#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

	//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 WATER_CAUSTICS && defined OVERWORLD)
	#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 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;
		bool dolighting = true;

		float signBlockEntity = float(blockEntityId == 10401 || blockEntityId == 10402);

			float skipAdvMat = signBlockEntity;

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

				#ifdef PARALLAX
					if (skipAdvMat < 0.5){
						newCoord = GetParallaxCoord(texCoord,parallaxFade, surfaceDepth);
						albedo = textureGrad(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);
				lightmap.x=pow2(lightmap.x);

				float metalness      = 0.0;
				float emission       = float(blockEntityId == 10250);
				float subsurface     = float(blockEntityId == 10109 || blockEntityId == 10116 || blockEntityId == 10117 || blockEntityId == 10118) * 0.5;
				vec3 baseReflectance = vec3(0.04);

				subsurface =float(blockEntityId == 10129) * 0.3; // Bed

				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);
				vec3 nViewPos = normalize(viewPos.xyz);

				#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);

					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) && viewVector == viewVector)
					newNormal = clampVec3Inv_11(normalize(normalMap.xyz * tbnMatrix));
				#endif

				bool endPortal       = (blockEntityId == 10888);
				bool isBackface      = dot(normal, lightVec) < -0.0001;
				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 * 0.45);
					#endif

					float doParallax = 0.0;

					#ifdef SELF_SHADOW

						#if defined (OVERWORLD)
							doParallax = float(lightmap.y > 0.0 && NoL > 0.0);
						#elif defined (END)
							doParallax = float(NoL > 0.0);
						#endif

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


				//Signs
					#if MC_VERSION >= 11700
							if (color.r + color.g + color.b <= 2.99 && signBlockEntity > 0.5) {
						#if MC_VERSION >= 11700
							if (fullLightmap < 0.5)
							albedo.rgb *= length(albedo.rgb) + 0.001;
						#endif

						dolighting = false;

						#ifdef OVERWORLD
							albedo.rgb *= LIGHTSIGN_INTENSITY_OVERWORLD * 2.0;
						#endif

						#ifdef NETHER
							albedo.rgb *= LIGHTSIGN_INTENSITY_NETHER * 2.0;
						#endif

						#ifdef END
							albedo.rgb *= LIGHTSIGN_INTENSITY_ENDER * 2.0;
						#endif
						NoL = 0.0;
					}
					#endif

				vec3 shadow = vec3(0.0);

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

				#ifdef ADVANCED_MATERIALS
					skyOcclusion = Smooth3(lightmap.y);

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

					if (!endPortal) 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);
						}
					#endif

					float aoSquared = pow2(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);

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

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

			} else discard;


			/* RENDERTARGETS: 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)
			/* RENDERTARGETS: 0,3,6,1 */
			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