#include "/lib/atmospherics/clouds/cloudCoord.glsl"

// ("teknik 3D awan dari Sundial Lite Vivid" fix): Sundial's raymarched clouds
// use a much taller/rounder vertical density profile (CLOUD_REALISTIC_THICKNESS
// far exceeds ours) which is what gives its clouds a chunky, puffy 3D look
// instead of a thin flat slab. Sundial's own raymarcher (spherical atmosphere,
// raw 3D FBM noise) can't be transplanted directly - Unbound's clouds are
// built on a completely different, baked 2D noise-texture technique tied to
// our own shadow/atmosphere pipeline. Porting the underlying IDEA instead:
// cloudStretch increased so clouds read as taller/rounder volumes, matching
// Sundial's puffier silhouette while keeping Unbound's actual cloud engine.
const float cloudStretch = 8.5;
const float cloudTallness = cloudStretch * 2.0;
const float cloudRoundness = 0.125;

bool GetCloudNoise(vec3 tracePos, inout vec3 tracePosM, int cloudAltitude) {
    tracePosM = ModifyTracePos(tracePos, cloudAltitude);
    vec2 coord = GetRoundedCloudCoord(tracePosM.xz, cloudRoundness);

    #ifdef DEFERRED1
        float noise = texture2D(colortex3, coord).b;
    #else
        float noise = texture2D(gaux4, coord).b;
    #endif

    // Softer, rounder vertical falloff (pow2(pow2(x)) instead of pow2(pow2(pow2(x))))
    // so density builds up gradually from the cloud's edges toward its center,
    // giving a more voluminous/3D silhouette instead of an abrupt flat cutoff.
    float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
    threshold = pow2(pow2(threshold));
    return noise > threshold * 0.5 + 0.25;
}

float Get2DCloudSample(vec2 pos) {
    #ifdef DEFERRED1
        return texture2D(colortex3, GetRoundedCloudCoord(pos, cloudRoundness)).b;
    #else
        return texture2D(gaux4, GetRoundedCloudCoord(pos, cloudRoundness)).b;
    #endif
}

vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither) {
    vec4 volumetricClouds = vec4(0.0);

    float higherPlaneAltitude = cloudAltitude + cloudStretch;
    float lowerPlaneAltitude  = cloudAltitude - cloudStretch;

    float lowerPlaneDistance  = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
    float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
    float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
          minPlaneDistance = max(minPlaneDistance, 0.0);
    float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
    if (maxPlaneDistance < 0.0) return vec4(0.0);
    float planeDistanceDif = maxPlaneDistance - minPlaneDistance;

    float aboveClouds = clamp01((cameraPos.y - lowerPlaneAltitude) * 0.05);
    float skyFadeM = mix(skyFade, 1.0, 0.4 * max(aboveClouds, rainFactor2));

    #if CLOUD_QUALITY == 1 || !defined DEFERRED1
        int sampleCount = max(int(planeDistanceDif) / 16, 6);
    #elif CLOUD_QUALITY == 2
        int sampleCount = max(int(planeDistanceDif) / 8, 12);
    #elif CLOUD_QUALITY == 3
        int sampleCount = max(int(planeDistanceDif), 12);
    #endif

    float stepMult = planeDistanceDif / sampleCount;
    vec3 traceAdd = nPlayerPos * stepMult;
    vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
    tracePos += traceAdd * dither;
    tracePos.y -= traceAdd.y;

    #ifdef FIX_AMD_REFLECTION_CRASH
        sampleCount = min(sampleCount, 30); //BFARC
    #endif

    for (int i = 0; i < sampleCount; i++) {
        tracePos += traceAdd;

        vec3 cloudPlayerPos = tracePos - cameraPos;
        float lTracePos = length(cloudPlayerPos);
        float lTracePosXZ = length(cloudPlayerPos.xz);
        float cloudMult = 1.0;
        if (lTracePosXZ > distanceThreshold) break;
        if (lTracePos > lViewPosM) {
            if (skyFade < 0.7) continue;
            else cloudMult = skyMult0;
        }

        vec3 tracePosM;
        if (GetCloudNoise(tracePos, tracePosM, cloudAltitude)) {
            float lightMult = 1.0;

            #if SHADOW_QUALITY > -1 && !defined VOXY_PATCH
                float shadowLength = shadowDistance * 0.9166667; //consistent08JJ622
                if (shadowLength > lTracePos)
                if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
                    #ifdef CLOUD_CLOSED_AREA_CHECK
                        if (eyeBrightness.y != 240) continue;
                        else
                    #endif
                    lightMult = 0.25;
                }
            #endif

            float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudTallness;
                  cloudShading = pow(max0(cloudShading), 0.8);
            float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);

            #if CLOUD_QUALITY >= 2
                #ifdef DEFERRED1
                    float cloudShadingM = 1.0 - pow2(cloudShading);
                #else
                    float cloudShadingM = 1.0 - cloudShading;
                #endif

                float gradientNoise = InterleavedGradientNoiseForClouds();

                vec3 cLightPos = tracePosM;
                vec3 cLightPosAdd = normalize(ViewToPlayer(lightVec * 1000000000.0)) * vec3(0.08);
                cLightPosAdd *= shadowTime;

                float light = 2.0;
                cLightPos += (1.0 + gradientNoise) * cLightPosAdd;
                    light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;
                cLightPos += gradientNoise * cLightPosAdd;
                    light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;

                float VdotSM2 = VdotSM1 * shadowTime * 0.25;
                      VdotSM2 += 0.5 * cloudShading + 0.08;
                cloudShading = VdotSM2 * light * lightMult;
            #endif

            vec3 colorSample = cloudAmbientColor * 0.95 * (1.0 - 0.35 * cloudShading) + cloudLightColor * 0.9 * (0.1 + cloudShading);
            vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, isEyeInWater == 0, false);
            #ifdef ATM_COLOR_MULTS
                cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
            #endif
            float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
            float cloudFogFactor = pow2(clamp(distanceRatio, 0.0, 1.0)) * 0.707;
            cloudFogFactor = mix(1.0, cloudFogFactor, skyFadeM);
            colorSample *= 1.0 - 0.2 * (1.0 - skyFadeM) * max(sunVisibility2, nightFactor);
            colorSample = mix(cloudSkyColor, colorSample, cloudFogFactor * 0.707);
            colorSample *= pow2(1.0 - maxBlindnessDarkness);

            float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.75);
            
            volumetricClouds.a = sqrt(cloudDistanceFactor * 1.33333) * cloudMult;
            volumetricClouds.rgb = colorSample;

            cloudLinearDepth = sqrt(lTracePos / renderDistance);
            break;
        }
    }

    volumetricClouds.a *= 0.5 + 0.5 * skyFadeM;

    return volumetricClouds;
}