#include "/lib/config.glsl"

/* Color utils */

#ifdef THE_END
    #include "/lib/color_utils_end.glsl"
#elif defined NETHER
    #include "/lib/color_utils_nether.glsl"
#else
    #include "/lib/color_utils.glsl"
#endif

/* Uniforms */

uniform float rainStrength;
uniform float wetness;
uniform mat4 gbufferProjectionInverse;

#if defined SHADOW_CASTING && !defined NETHER
    uniform mat4 gbufferModelViewInverse;
#endif

/* Ins / Outs */

varying vec4 tint_color;
varying vec2 texcoord;
varying vec3 basic_light;

/* Utility functions */

#include "/lib/luma.glsl"
#include "/lib/basic_utils.glsl"

#if AA_TYPE > 0
    #include "/src/taa_offset.glsl"
#endif
#include "/lib/downscale.glsl"

// MAIN FUNCTION ------------------

void main() {
    #include "/src/basiccoords_vertex.glsl"
    #include "/src/position_vertex.glsl"
    resize_vertex(gl_Position);
    tint_color = gl_Color;

    basic_light = day_blend(LIGHT_SUNSET_COLOR, LIGHT_DAY_COLOR, LIGHT_NIGHT_COLOR);
    basic_light = mix(basic_light, ZENITH_SKY_RAIN_COLOR * luma(basic_light), rainStrength);

    vec2 illumination = clamp(abs(lmcoord), 0.0, 1.0);  // Fix lines without correct illumination data
    illumination.y = (max(illumination.y, 0.065) - 0.065) * 1.06951871657754;

    vec3 candle_color =
        CANDLE_BASELIGHT * ((illumination.x * illumination.x) + sixth_pow(illumination.x * 1.165));

    basic_light += candle_color;
}
