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

//Settings//

//#define DEBUG_HANDS

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

#include "/settings/globalSettings.glsl"

//Varyings//
varying float isMainHand;

varying vec2 texCoord, lmCoord;

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

varying vec4 color;
varying vec4 position;

#ifdef ADVANCED_MATERIALS

varying vec3 binormal, tangent;
varying vec3 viewVector;

varying vec4 vTexCoord, vTexCoordAM;
#endif

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

	//Uniforms//
	uniform int heldItemId, heldItemId2;
	uniform int frameCounter;
	uniform int isEyeInWater;
	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 ivec2 eyeBrightnessSmooth;

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

	uniform sampler2D texture;
	uniform vec3 cameraPosition;

	#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);

	//Common Variables//

	#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));
	}

	float GetHandItem(int id){
		return float((heldItemId == id && isMainHand > 0.5) || (heldItemId2 == id && isMainHand < 0.5));
	}

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

	#ifdef ADVANCED_MATERIALS
	#include "/lib/util/encode.glsl"
	#include "/lib/surface/ggx.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

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

		#ifdef ADVANCED_MATERIALS

			vec2  newCoord    =vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
			float surfaceDepth=1.0;
			float skipAdvMat  =float(heldItemId  == 358 || (heldItemId2 == 358 && isMainHand  < 0.5));

			#ifdef PARALLAX

			if (skipAdvMat < 0.5){
				newCoord = GetParallaxCoord(0.0, surfaceDepth);
				albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * color;
			}

			#endif

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

		if (albedo.a > 0.00001) {
			if (albedo.a > 0.99) albedo.a = 1.0;

			vec2 lightmap=clampVec2_01(lmCoord);

			lightmap.x=max(lightmap.x, GetHandItem(213));

			float emissive=(GetHandItem(50) + GetHandItem(83) + GetHandItem(213)) * 0.25;

			float metalness      =0.0;
			float emission       =emissive * 0.25;
			float subsurface     =0.0;
			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 + 0.38);
			vec3  viewPos  =ScreenToView(screenPos);
			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

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


			float doRecolor = GetHandItem(89) + GetHandItem(213);

			float ec = GetLuminance(albedo.rgb) * 1.7;

			#ifdef EMISSIVE_RECOLOR
				if (doRecolor > 0.5){
					albedo.rgb = blocklightCol * pow(ec, 1.5) / (BLOCKLIGHT_I * BLOCKLIGHT_I);
					albedo.rgb /= 0.7 * albedo.rgb + 0.7;
				}
			#else
				if (doRecolor > 0.5){
					albedo.rgb *= ec * 0.25 + 0.5;
				}
			#endif

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

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

			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 && skipAdvMat < 0.5){
						parallaxShadow = GetParallaxShadow(surfaceDepth, 0.0, newCoord, lightVec, tbnMatrix);
					}

				#endif
			#endif

			vec3 shadow = vec3(0.0);
			GetLighting(albedo.rgb, shadow, viewPos, worldPos, lightmap, 1.0, 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);

					albedo.rgb += GetSpecularHighlight(newNormal, viewPos, lightVec, smoothness, baseReflectance,
													specularColor, shadow * vanillaDiffuse, 1.0);

				#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


			#ifdef MODE_RAGE
				#ifdef MODE_RAGE_PLUS
					if ((heldItemId==10278)|| (heldItemId==10267) || (heldItemId==10262) ||( heldItemId == 10268)  || (heldItemId == 10272)
					|| (heldItemId == 10276)  || (heldItemId == 10283)  || (heldItemId == 10261)  || (heldItemId == 10346)  || (heldItemId == 19999)
					|| (heldItemId2==10278)|| (heldItemId2==10267)|| (heldItemId2==10262)||( heldItemId2 == 10268) || (heldItemId2 == 10272)
					|| (heldItemId2 == 10276) || (heldItemId2 == 10283) || (heldItemId2 == 10261) || (heldItemId2 == 10346) || (heldItemId2 == 19999))

					albedo += vec4(0.2, 0.0, 0.0, 0.1) * pow(distance(texCoord.st, vec2(1.0)), 4.0 * GLINT_INTENSITY);
				#endif
			#endif

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

		} else discard;

		/*DRAWBUFFERS:0*/
		#ifdef DEBUG_HANDS
            gl_FragData[0]=vec4(1.0, 0.451, 0.0, 0.75);
		#else
			gl_FragData[0] = clamp01(vec4(albedo));
		#endif

		#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR

		/*DRAWBUFFERS:0361*/
		gl_FragData[1]=clamp01(vec4(smoothness,skyOcclusion,0.0,1.0));
		gl_FragData[2]=clamp01(vec4(EncodeNormal(newNormal),float(gl_FragCoord.z<1.0),1.0));
		gl_FragData[3]=clamp01(vec4(fresnel3,1.0));

		#endif
	}

#endif

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

	//Uniforms//
	uniform float frameTimeCounter;

	uniform vec3 cameraPosition;

	uniform mat4 gbufferModelView,gbufferModelViewInverse;
	uniform mat4 gbufferProjection;

	//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

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

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

			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

		isMainHand=float(gl_ModelViewMatrix[3][0]> 0.0);

		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);

		vec4 position=gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;

		#ifdef MOUVEMENTS_MAINS
			position-=vec4(0.03 * sin(frameTimeCounter * 3.0 * SPEED_MOOVE), 0.015 * cos(frameTimeCounter * 4.0 * SPEED_MOOVE), 0.0, 0.0) * gbufferModelView;
		#endif

		#ifdef MOUVEMENTS_MAINS_2
			position.y+=sin(frameTimeCounter * 3.0 * SPEED_MOOVE) * 0.015;
			position.z-=cos(frameTimeCounter * 4.0 * SPEED_MOOVE) * 0.0015;
		#endif

		position=gbufferModelView * position;

		position.z-=ADVANCE_HAND_POS;
		position.y+=ADVANCE_HAND_POS2;
		position.x+=DECALLAGE_MAINS;

		gl_Position=gl_ProjectionMatrix * position;

		color=gl_Color;
	}
#endif