

//Settings//
#include "/lib/settings.glsl"

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

//Varyings//
varying vec2 texCoord, lmCoord;

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

varying vec4 color;

#ifdef ADVANCED_MATERIALS
varying float dist;

varying vec3 binormal, tangent;
varying vec3 viewVector;

varying vec4 vTexCoord, vTexCoordAM;
#endif
uniform bool isHighlighted; // Add this line to declare the isHighlighted variable

uniform vec3 cameraDirection; // This should be the direction the camera is pointing

//Uniforms//
uniform int blockEntityId;
uniform int frameCounter;
uniform int isEyeInWater;
uniform int worldTime;

uniform float frameTimeCounter;
uniform float nightVision;
uniform float rainStrength;
uniform float screenBrightness; 
uniform float shadowFade;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight, aspectRatio;

uniform ivec2 eyeBrightnessSmooth;

uniform vec3 cameraPosition;

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

uniform sampler2D texture;
uniform sampler2D noisetex;

#ifdef ADVANCED_MATERIALS
uniform ivec2 atlasSize;

uniform sampler2D specular;
uniform sampler2D normals;
#endif

#ifdef DYNAMIC_HANDLIGHT
uniform int heldBlockLightValue;
uniform int heldBlockLightValue2;
#endif

#ifdef MULTICOLORED_BLOCKLIGHT
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferPreviousProjection;
uniform vec3 previousCameraPosition;

uniform sampler2D colortex9;
#endif

//Common Variables//
float eBS = eyeBrightnessSmooth.y / 240.0;
float sunVisibility  = clamp((dot( sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);
float moonVisibility = clamp((dot(-sunVec, upVec) + 0.05) * 10.0, 0.0, 1.0);

#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif

#ifdef ADVANCED_MATERIALS
vec2 dcdx = dFdx(texCoord);
vec2 dcdy = dFdy(texCoord);
#endif

vec3 lightVec = sunVec * ((timeAngle < 0.5325 || timeAngle > 0.9675) ? 1.0 : -1.0);

//Common Functions//
float GetLuminance(vec3 color) {
	return dot(color,vec3(0.299, 0.587, 0.114));
}

//Includes//
#include "/lib/color/blocklightColor.glsl"
#include "/lib/color/dimensionColor.glsl"
#include "/lib/color/specularColor.glsl"
#include "/lib/util/spaceConversion.glsl"
#include "/lib/lighting/forwardLighting.glsl"
#include "/lib/surface/ggx.glsl"

#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif

#ifdef ADVANCED_MATERIALS
#include "/lib/util/encode.glsl"
#include "/lib/reflections/complexFresnel.glsl"
#include "/lib/surface/materialGbuffers.glsl"
#include "/lib/surface/parallax.glsl"
#endif

#ifdef MULTICOLORED_BLOCKLIGHT
#include "/lib/lighting/coloredBlocklight.glsl"
#endif
#ifdef NORMAL_SKIP
#undef PARALLAX
#undef SELF_SHADOW
#endif
vec4 clamp01(vec4 value) {
    return clamp(value, vec4(0.0), vec4(1.0));
}
uniform sampler2D colortex0;
uniform sampler2D depthtex1;
vec3 hue2(vec3 color, float hue) {
    // Convert the color to HSV
    float maxChannel = max(max(color.r, color.g), color.b);
    float minChannel = min(min(color.r, color.g), color.b);
    float delta = maxChannel - minChannel;
    vec3 hsv = vec3(0.0, 0.0, maxChannel);

    if (delta != 0.0) {
        if (maxChannel == color.r) {
            hsv.x = fract((color.g - color.b) / delta);
        } else if (maxChannel == color.g) {
            hsv.x = (color.b - color.r) / delta + 2.0;
        } else {
            hsv.x = (color.r - color.g) / delta + 4.0;
        }
        hsv.x = fract(hsv.x);
    }

    // Adjust the hue
    hsv.x = fract(hsv.x + hue / 360.0);

    // Convert back to RGB
    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    vec3 p = abs(fract(hsv.xxx + K.xyz) * 6.0 - K.www);
    return hsv.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), hsv.y);
}
float random(vec2 st){
    return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}

float noise(vec2 st) {
    vec2 i = floor(st);
    vec2 f = fract(st);

    // Smooth the interpolation
    f = f*f*(3.0-2.0*f);

    // Randomly hash the 4 corners
    float a = random(i);
    float b = random(i + vec2(1.0, 0.0));
    float c = random(i + vec2(0.0, 1.0));
    float d = random(i + vec2(1.0, 1.0));

    // Interpolate between the random values
    return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
varying vec3 worldPos;

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

	#ifdef ADVANCED_MATERIALS
	vec2 newCoord = vTexCoord.st * vTexCoordAM.pq + vTexCoordAM.st;
	float surfaceDepth = 1.0;
	float parallaxFade = clamp((dist - PARALLAX_DISTANCE) / 32.0, 0.0, 1.0);

	#if MC_VERSION >= 11300
	float skipAdvMat = float(blockEntityId == 10400);
	#else
	float skipAdvMat = float(blockEntityId == 63 || blockEntityId == 68);
	#endif
	
	#ifdef PARALLAX
	if (skipAdvMat < 0.5) {
		newCoord = GetParallaxCoord(texCoord, parallaxFade, surfaceDepth);
		albedo = texture2DGradARB(texture, newCoord, dcdx, dcdy) * color;
	}
	#endif

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

	
	
	if (albedo.a > 0.001) {
		vec2 lightmap = clamp(lmCoord, vec2(0.0), vec2(1.0));
		
		float metalness       = 0.0;
		float emission        = float(blockEntityId == 10205);
		float subsurface      = 0.0;
		float basicSubsurface = float(blockEntityId == 10109) * 0.5;
		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);
		#ifdef TAA
		vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5), screenPos.z));
		#else
		vec3 viewPos = ToNDC(screenPos);
		#endif
		vec3 worldPos = ToWorld(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) && viewVector == viewVector)
			newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
		#endif
		
		#ifdef DYNAMIC_HANDLIGHT
		float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
		float handlight = clamp((heldLightValue - 2.0 * length(viewPos)) / 15.0, 0.0, 0.9333);
		lightmap.x = max(lightmap.x, handlight);
		#endif

		#ifdef TOON_LIGHTMAP
		lightmap = floor(lmCoord * 14.999 * (0.75 + 0.25 * color.a)) / 14.0;
		lightmap = clamp(lightmap, vec2(0.0), vec2(1.0));
		#endif

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

		#ifdef EMISSIVE_RECOLOR
		if (blockEntityId == 10205 && dot(color.rgb, vec3(1.0)) > 2.66) {
			float ec = length(albedo.rgb);
			albedo.rgb = blocklightCol * (ec * 0.63 / BLOCKLIGHT_I) + ec * 0.07;
		}
		#endif

		#ifdef MULTICOLORED_BLOCKLIGHT
		lightAlbedo = albedo.rgb + 0.00001;
		lightAlbedo = sqrt(normalize(lightAlbedo) * emission);
		#endif

		#ifdef WHITE_WORLD
		albedo.rgb = vec3(0.35);
		#endif
		
		float NoL = clamp(dot(newNormal, lightVec), 0.0, 1.0);

		float NoU = clamp(dot(newNormal, upVec), -1.0, 1.0);
		float NoE = clamp(dot(newNormal, eastVec), -1.0, 1.0);
		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;
		#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) {
			parallaxShadow = GetParallaxShadow(surfaceDepth, parallaxFade, newCoord, lightVec,
											   tbnMatrix);
		}
		#endif
		#endif

		#ifdef MULTICOLORED_BLOCKLIGHT
		blocklightCol = ApplyMultiColoredBlocklight(blocklightCol, screenPos);
		#endif
		
		vec3 shadow = vec3(0.0);
		GetLighting(albedo.rgb, shadow, viewPos, worldPos, lightmap, color.a, NoL, vanillaDiffuse,
				    parallaxShadow, emission, subsurface, basicSubsurface);

		#ifdef ADVANCED_MATERIALS
		skyOcclusion = lightmap.y;

		baseReflectance = mix(vec3(f0), rawAlbedo, metalness);
		float fresnel = pow(clamp(1.0 + dot(newNormal, normalize(viewPos.xyz)), 0.0, 1.0), 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));
		#endif

		#if (defined OVERWORLD || defined END) && (defined ADVANCED_MATERIALS || defined SPECULAR_HIGHLIGHT_ROUGH)
		vec3 specularColor = GetSpecularColor(lightmap.y, metalness, baseReflectance);
		
		albedo.rgb += GetSpecularHighlight(newNormal, viewPos, smoothness, baseReflectance,
										   specularColor, shadow * vanillaDiffuse, color.a);
		#endif

		#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR && defined REFLECTION_ROUGH
		normalMap = mix(vec3(0.0, 0.0, 1.0), normalMap, smoothness);
		newNormal = clamp(normalize(normalMap * tbnMatrix), vec3(-1.0), vec3(1.0));
		#endif

		#if ALPHA_BLEND == 0
		albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
		if(blockEntityId == 10205) albedo.a = sqrt(albedo.a);
		#endif
	}
if (blockEntityId == 10401) {
   vec2 portalCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);
   portalCoord = (portalCoord - 0.5) * vec2(aspectRatio, 1.0);

   vec3 portColSqrt = vec3(END_R, END_G, END_B) / 255.0 * END_I;
   vec3 portCol = portColSqrt * portColSqrt * 0.05;
   vec2 wind = vec2(0, frametime * 0.025);

   portCol += texture2D(noisetex, portalCoord * 0.1 + wind * 0.05).rgb * 0.05 * portColSqrt * portColSqrt * 0.05;
   portCol += vec3(0.2, 0.5, 0.7);

   float portal = texture2D(noisetex, portalCoord * 0.1 + wind * 0.05).r * 0.2 + 0.8;

   float glowFactor = step(mod(frameTimeCounter, 200), 1.0);  
   portal += glowFactor * (sin(frameCounter * 0.1) * 0.1 + 0.1);  

   #ifdef END
       portal *= 0.05;  
   #else
       portal *= 0.02; 
   #endif

   portal += texture2D(texture, portalCoord * 0.5 + wind).r * 0.5;
   portal += texture2D(texture, portalCoord + wind + 0.15).r * 0.5;
   portal += texture2D(texture, portalCoord * 2.0 + wind + 0.30).r * 0.3;
   portal += texture2D(texture, portalCoord * 4.0 + wind + 0.45).r * 0.2;

   albedo.rgb = portal * portal * portCol.rgb;
   albedo.a = 100.0;

   lightAlbedo = normalize(albedo.rgb * 10.0 + 0.00001);

   albedo.rgb = hue2(albedo.rgb, 150.0); 
   float vignette = length((gl_FragCoord.xy / vec2(viewWidth, viewHeight) - 0.5) * 2.0);
   vignette = smoothstep(0.9, 1.0, 1.0 - vignette);
   albedo.rgb *= mix(1.0, 0.9, vignette);

   float pulsateGlow = sin(frameCounter * 0.05) * 0.1 + 0.9;
   albedo.rgb *= pulsateGlow;

   float distortion = noise(gl_FragCoord.xy * 0.01);
   albedo.rgb *= mix(1.0, 1.0 + distortion * 0.05, 0.5);

   float scanline = sin(gl_FragCoord.y * 0.02) * 0.01 + 0.99;
   albedo.rgb *= scanline;

   #if ALPHA_BLEND == 0
   albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
   #endif
}
if (blockEntityId == 10109){
	albedo.rgb = vec3(0.5,0.5,1.0);
}


    /* DRAWBUFFERS:0 */
    gl_FragData[0] = albedo;

	#ifdef MULTICOLORED_BLOCKLIGHT
		/* DRAWBUFFERS:08 */
		gl_FragData[1] = vec4(lightAlbedo, 1.0);

		#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
		/* DRAWBUFFERS:08367 */
		gl_FragData[2] = vec4(smoothness, skyOcclusion, 0.0, 1.0);
		gl_FragData[3] = vec4(EncodeNormal(newNormal), float(gl_FragCoord.z < 1.0), 1.0);
		gl_FragData[4] = vec4(fresnel3, 1.0);
		#endif
	#else
		#if defined ADVANCED_MATERIALS && defined REFLECTION_SPECULAR
		/* DRAWBUFFERS:0367 */
		gl_FragData[1] = vec4(smoothness, skyOcclusion, 0.0, 1.0);
		gl_FragData[2] = vec4(EncodeNormal(newNormal), float(gl_FragCoord.z < 1.0), 1.0);
		gl_FragData[3] = vec4(fresnel3, 1.0);
		#endif
	#endif
}

#endif

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

//Varyings//
varying vec2 texCoord, lmCoord;

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

varying vec4 color;

#ifdef ADVANCED_MATERIALS
varying float dist;

varying vec3 binormal, tangent;
varying vec3 viewVector;

varying vec4 vTexCoord, vTexCoordAM;
#endif

//Uniforms//
uniform int worldTime;

uniform float frameTimeCounter;
uniform float timeAngle;

uniform vec3 cameraPosition;

uniform mat4 gbufferModelView, gbufferModelViewInverse;

#ifdef TAA
uniform int frameCounter;

uniform float viewWidth, viewHeight;
#endif

//Attributes//
attribute vec4 mc_Entity;

#ifdef ADVANCED_MATERIALS
attribute vec4 mc_midTexCoord;
attribute vec4 at_tangent;
#endif

//Common Variables//
#ifdef WORLD_TIME_ANIMATION
float frametime = float(worldTime) * 0.05 * ANIMATION_SPEED;
#else
float frametime = frameTimeCounter * ANIMATION_SPEED;
#endif

//Includes//
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif

#ifdef WORLD_CURVATURE
#include "/lib/vertex/worldCurvature.glsl"
#endif

//Program//
void main() {
		
	texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
    
	lmCoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
	lmCoord = clamp((lmCoord - 0.03125) * 1.06667, vec2(0.0), vec2(0.9333, 1.0));

	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;
	
	dist = length(gl_ModelViewMatrix * gl_Vertex);

	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
    
	color = gl_Color;

	if(color.a < 0.1) color.a = 1.0;

	const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
	float ang = fract(timeAngle - 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);

    #ifdef WORLD_CURVATURE
	vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
	position.y -= WorldCurvature(position.xz);
	gl_Position = gl_ProjectionMatrix * gbufferModelView * position;
	#else
	gl_Position = ftransform();
    #endif
	
	#ifdef TAA
	gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
	#endif
	
}

#endif