/*
================================ /// Super Duper Vanilla v1.3.6 /// ================================

    Developed by Eldeston, presented by FlameRender (C) Studios.

    Copyright (C) 2023 Eldeston | FlameRender (C) Studios License


    By downloading this content you have agreed to the license and its terms of use.

================================ /// Super Duper Vanilla v1.3.6 /// ================================
*/

/// Buffer features: Solid screen space ambient occlusion

/// -------------------------------- /// Vertex Shader /// -------------------------------- ///

#ifdef VERTEX
    noperspective out vec2 texCoord;

    void main(){
        // Get buffer texture coordinates
        texCoord = gl_MultiTexCoord0.xy;

        gl_Position = vec4(gl_Vertex.xy * 2.0 - 1.0, 0, 1);
    }
#endif

/// -------------------------------- /// Fragment Shader /// -------------------------------- ///

#ifdef FRAGMENT
    /* RENDERTARGETS: 2 */
    #ifdef SSAO
        layout(location = 0) out vec4 albedoDataOut; // colortex2
    #else
        layout(location = 0) out vec3 albedoDataOut; // colortex2
    #endif

    // SSAO without normals fix for beacon
    const vec4 colortex1ClearColor = vec4(0, 0, 0, 1);

    noperspective in vec2 texCoord;

    uniform sampler2D colortex2;

    #ifdef SSAO
        uniform float near;

        uniform mat4 gbufferModelView;

        uniform mat4 gbufferProjection;
        uniform mat4 gbufferProjectionInverse;

        uniform sampler2D colortex1;

        uniform sampler2D depthtex0;

        #if ANTI_ALIASING >= 2
            uniform float frameFract;
        #endif

        #include "/lib/utility/projectionFunctions.glsl"
        #include "/lib/utility/noiseFunctions.glsl"

        #include "/lib/lighting/SSAO.glsl"
    #endif

    void main(){
        // Screen texel coordinates
        ivec2 screenTexelCoord = ivec2(gl_FragCoord.xy);

        #ifdef SSAO
            albedoDataOut = vec4(texelFetch(colortex2, screenTexelCoord, 0).rgb, 0.25);

            // Declare and get positions
            float depth = texelFetch(depthtex0, screenTexelCoord, 0).x;

            // If sky or player hand return immediately
            if(depth <= 0.56 || depth == 1) return;

            // Check if sky and player hand
            vec3 normal = texelFetch(colortex1, screenTexelCoord, 0).xyz;

            // Check if normal has a direction
            if(normal.x + normal.y + normal.z == 0) return;

            // Do SSAO
            albedoDataOut.w = getSSAO(vec3(texCoord, depth), mat3(gbufferModelView) * normal);
        #else
            albedoDataOut = texelFetch(colortex2, screenTexelCoord, 0).rgb;
        #endif
    }
#endif