//////////////////////////////////////////
// Complementary Shaders by EminGT      //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////

//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/tonemaps.glsl"
#define STELLAR_VIEW_SUPPORT

//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER

in vec2 texCoord;

flat in vec4 glColor;

#ifdef OVERWORLD
    flat in vec3 upVec, sunVec;
#endif

//Pipeline Constants//

//Common Variables//
#ifdef OVERWORLD
    float SdotU = dot(sunVec, upVec);
    float sunVisibility = clamp(SdotU + 0.0625, 0.0, 0.125) / 0.125;
    float sunVisibility2 = sunVisibility * sunVisibility;
#endif

const int DoCompTonemap = 0;
const int DoBSLTonemap = 1;
const int ACESTonemap = 2;
const int ACESRedModified = 3;
const int BurgessTonemap = 4;
const int LottesTonemap = 5;
const int Uncharted2 = 6;
const int uncharted2_tonemap_partial = 7;
const int uncharted2_filmic = 8;
const int reinhard2 = 9;
const int filmic = 10;
const int GTTonemap = 11;
const int uchimura = 12;
const int agxTonemap = 13;
const int unreal = 14;

//Common Functions//

//Includes//
#include "/lib/colors/lightAndAmbientColors.glsl"
#ifdef END
    #include "/lib/colors/skyColors.glsl"
#endif

#ifdef CAVE_FOG
    #include "/lib/atmospherics/fog/caveFactor.glsl"
#endif

#ifdef COLOR_CODED_PROGRAMS
    #include "/lib/misc/colorCodedPrograms.glsl"
#endif

//Program//
void main() {
    #ifdef OVERWORLD
        vec2 tSize = textureSize(tex, 0);
        vec4 color = texture2D(tex, texCoord);
        color.rgb *= glColor.rgb;

        vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
        vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
        viewPos /= viewPos.w;
        vec3 nViewPos = normalize(viewPos.xyz);

        float VdotS = dot(nViewPos, sunVec);
        float VdotU = dot(nViewPos, upVec);

        #ifdef IS_IRIS
            bool sunSideCheck = VdotS > 0.95;
            bool isSun = renderStage == MC_RENDER_STAGE_SUN;
            bool isMoon = renderStage == MC_RENDER_STAGE_MOON;
            #if IRIS_VERSION < 10902
                if (sunSideCheck) isSun = true; // Workaround for sun rendering as MC_RENDER_STAGE_MOON in some Iris versions
            #endif
        #else
            bool sunSideCheck = VdotS > 0.0;
            bool tSizeCheck = abs(tSize.y - 264.0) < 248.5; //tSize.y must range from 16 to 512
            bool isSun = tSizeCheck && sunSideCheck;
            bool isMoon = tSizeCheck && !sunSideCheck;
        #endif

        if (isSun || isMoon) {
            #if SUN_MOON_STYLE >= 2
                discard;
            #endif

            if (isSun) {
                float sunBrightness = 4.5;
                color.rgb = vec3(pow(dot(color.rgb, color.rgb) * 0.45, 6.0 - 5.0 * rainFactor));
                if (tonemap == ACESTonemap) color.rgb *= mix(vec3(1.0, 0.6275, 0.4549) * 1.2, vec3(0.35), rainFactor * 0.75) * sunBrightness * 0.5;
                else color.rgb *= mix(vec3(1.1, 0.55, 0.0), vec3(0.35), rainFactor * 0.75) * sunBrightness; // all other tonemaps
                color.rgb *= 0.25 + 0.75 * sunVisibility2 + 0.5 * noonFactor;
            }

            if (isMoon) {
                // vec3 pixelGlareColor = color.rgb;
                // pixelGlareColor = mix(pixelGlareColor, pixelGlareColor * vec3(0.9, 0.95, 1.1), 0.5) * 1.3;
                color.rgb *= smoothstep1(min1(length(color.rgb))) * 1.3;

                #if BLOOD_MOON > 0
                    float luminance = GetLuminance(color.rgb);
                    color.rgb = mix(color.rgb, pow2(luminance) * vec3(0.702, 0.0, 0.0) * 1.7, getBloodMoon(sunVisibility));
                #endif

                // float pixelGlareFactor = 1 - step(0.09,luminance);
                // color.rgb = mix(color.rgb, pixelGlareColor, pixelGlareFactor);
            }

            color.rgb *= GetHorizonFactor(VdotU);

            #ifdef CAVE_FOG
                color.rgb *= 1.0 - 0.75 * GetCaveFactor();
            #endif
        } else { // Custom Sky
            #if MC_VERSION >= 11300
                #ifdef STELLAR_VIEW_SUPPORT
                    color.rgb *= mix(vec3(1.0), color.rgb * smoothstep1(sqrt1(max0(VdotU))), float(abs(VdotS) > 0.95)); // we only want it near the sun and moon
                #else
                    color.rgb *= color.rgb * smoothstep1(sqrt1(max0(VdotU)));
                #endif
            #else
                discard;
                // Old mc custom skyboxes are weirdly broken, so we discard.
            #endif
        }

        if (isEyeInWater == 1) color.rgb *= 0.25;

        // Reduced visibility in rain
        float rainFactorM = rainFactor;
        #ifdef SUN_MOON_DURING_RAIN
            rainFactorM *= 0.8;
        #endif
        color.a *= 1.0 - rainFactorM;

        #ifdef STELLAR_VIEW_SUPPORT
            // Complementary by default shows the sun/moon while raining. But in vanilla they have an alpha of 0 while raining.
            float vanillaSunMoonMask = float(isSun || isMoon);
            color.rgb *= max0(glColor.a + vanillaSunMoonMask * rainStrength); // Support fop skybox altering mods
            color.a *= max(step(0.0001, glColor.a), vanillaSunMoonMask); // Based on vanilla mask we only set alpha to 0 when glColor.a is 0 and not sun/moon
        #endif
    #endif

    #ifdef NETHER
        vec4 color = vec4(0.0);
    #endif

    #ifdef END
        vec4 color = vec4(endSkyColor, 1.0);
    #endif

    #if RETRO_LOOK == 1
        color.rgb = GetLuminance(color.rgb) * vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * 0.3 * RETRO_LOOK_I;
    #elif RETRO_LOOK == 2
        color.rgb = mix(color.rgb, GetLuminance(color.rgb) * vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * 0.3 * RETRO_LOOK_I, nightVision);
    #endif

    #ifdef COLOR_CODED_PROGRAMS
        ColorCodeProgram(color, -1);
    #endif

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

#endif

//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER

out vec2 texCoord;

flat out vec4 glColor;

#ifdef OVERWORLD
    flat out vec3 upVec, sunVec;
#endif

//Attributes//

//Common Variables//

//Common Functions//

//Includes//

//Program//
void main() {
    gl_Position = ftransform();
    texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
    #ifdef ATLAS_ROTATION
        texCoord += texCoord * float(hash33(mod(cameraPosition * 0.5, vec3(100.0))));
    #endif

    glColor = gl_Color;

    #ifdef OVERWORLD
        upVec = normalize(gbufferModelView[1].xyz);
        sunVec = GetSunVector();
    #endif
}

#endif
