//     _________      __        __     ___       __     __________      ________        ______        __           
//    /  _____  \    |  |      |  |   |   \     |  |   |   _____  \    |__    __|      /  __  \      |  |          
//   /  /     \__\   |  |      |  |   |    \    |  |   |  |     \  \      |  |        /  /  \  \     |  |          
//  |  |             |  |      |  |   |  |  \   |  |   |  |      |  |     |  |       /  /    \  \    |  |          
//   \  \______      |  |      |  |   |  |\  \  |  |   |  |      |  |     |  |      |  |______|  |   |  |          
//    \______  \     |  |      |  |   |  | \  \ |  |   |  |      |  |     |  |      |   ______   |   |  |          
//           \  \    |  |      |  |   |  |  \  \|  |   |  |      |  |     |  |      |  |      |  |   |  |          
//  ___       |  |   |  |      |  |   |  |   \  |  |   |  |      |  |     |  |      |  |      |  |   |  |          
//  \  \_____/  /     \  \____/  /    |  |    \    |   |  |_____/  /    __|  |__    |  |      |  |   |  |_________ 
//   \_________/       \________/     |__|     \___|   |__________/    |________|   |__|      |__|   |____________|
//
//  General Public License v3.0. Copyright (C) 2026 Dev.
//  https://github.com/GamesofDev/Sundial-Lite
//  https://www.gnu.org/licenses/gpl-3.0.en.html
//
//  Gbuffer for Distant Horizons transparent terrain
//

#ifndef DISTANT_HORIZONS
    #define DISTANT_HORIZONS

    in int dhMaterialId;
#endif

out vec4 color;
out vec3 viewPos;
out vec2 blockLight;
out mat3 tbnMatrix;
flat out float materialID;

#include "/settings/GlobalSettings.glsl"
#include "/libs/Uniform.glsl"
#include "/libs/Materials.glsl"

void main() {
    viewPos = (gl_ModelViewMatrix * gl_Vertex).xyz;
    gl_Position = dhProjection * vec4(viewPos, 1.0);

    color = gl_Color;
    blockLight = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st * 16.0 / 15.0 - 0.5 / 15.0;

    materialID = MAT_DEFAULT;
    if (dhMaterialId == DH_BLOCK_WATER) {
        materialID = MAT_WATER;
    }
    if (dhMaterialId == DH_BLOCK_ILLUMINATED) {
        materialID = -1.0;
    }

    vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
    vec3 tangent = normalize(gl_NormalMatrix * vec3(gl_Normal.z + abs(gl_Normal.y), 0.0, gl_Normal.x));
    vec3 bitangent = normalize(gl_NormalMatrix * vec3(0.0, abs(gl_Normal.y) - 1.0, abs(gl_Normal.y)));
    tbnMatrix = mat3(tangent, bitangent, normal);

    #ifdef TAA
        gl_Position.xy += taaOffset * gl_Position.w;
    #endif
}
