#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/util.glsl"

flat out vec4 lightCol;
flat out vec3 averageSkyCol;
flat out vec3 averageSkyCol_Clouds;

#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
	flat out float exposure;
#endif

uniform int worldDay;
#include "/lib/scene_controller.glsl"

flat out vec3 WsunVec;
flat out vec3 refractedSunVec;

uniform vec2 texelSize;

uniform sampler2D colortex4;

uniform float sunElevation;
uniform vec3 sunPosition;
uniform vec3 moonPosition;
uniform mat4 gbufferModelViewInverse;

flat out vec2 TAA_Offset;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"

uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
#include "/lib/sky_gradient.glsl"

//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////

void main() {
	gl_Position = ftransform();

	gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
	
	#ifdef OVERWORLD_SHADER
		lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
		averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
		averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
	
		readSceneControllerParameters(colortex4, parameters.smallCumulus, parameters.largeCumulus, parameters.altostratus, parameters.fog);
	#endif

	#ifdef NETHER_SHADER
		lightCol.rgb = vec3(0.0);
		averageSkyCol = vec3(0.0);
		averageSkyCol_Clouds = vec3(0.0);
	#endif

	#ifdef END_SHADER
		lightCol.rgb = vec3(0.0);
		averageSkyCol = vec3(0.0);
		averageSkyCol_Clouds = vec3(5.0);
	#endif

	lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
	WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);

	vec3 moonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition);
	vec3 WmoonVec = moonVec;
	if(dot(-moonVec, WsunVec) < 0.9999) WmoonVec = -moonVec;

	WsunVec = mix(WmoonVec, WsunVec, clamp(lightCol.a,0,1));

	refractedSunVec = refract(lightCol.a*WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);

	#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
		exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
	#endif

	#ifdef TAA
		TAA_Offset = offsets[framemod8];
	#else
		TAA_Offset = vec2(0.0);
	#endif
}
