#ifdef FRAGMENT_SHADER
    //#define SHADER_CLOUDS

    #define CLOUD_SPEED_A 0.1f // [0.05f 0.1f 0.15f 0.2f 0.25f 0.3f 0.35f 0.4f 0.45f 0.5f]
    #define CLOUD_SPEED_B 0.05f // [0.05f 0.1f 0.15f 0.2f 0.25f 0.3f 0.35f 0.4f 0.45f 0.5f]

    #define CLOUD_SCALE_A 1.0f // [0.5f 0.6f 0.7f 0.8f 0.9f 1.0f 1.1f 1.2f 1.3f 1.4f 1.5f]
    #define CLOUD_SCALE_B 2.0f // [1.5f 1.6f 1.7f 1.8f 1.9f 2.0f 2.1f 2.2f 2.3f 2.4f 2.5f]

    #define CLOUD_COLOR_A_R 1.0f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_A_G 1.0f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_A_B 1.0f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]

    #define CLOUD_COLOR_B_R 0.2f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_B_G 0.2f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_B_B 0.2f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]

    #define CLOUD_COLOR_RAIN_A_R 0.2f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_RAIN_A_G 0.2f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_RAIN_A_B 0.2f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]

    #define CLOUD_COLOR_RAIN_B_R 0.0f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_RAIN_B_G 0.0f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]
    #define CLOUD_COLOR_RAIN_B_B 0.0f // [0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f, 0.8f, 0.9f, 1.0f]

    varying vec2 TexCoords;

    uniform float viewWidth;
    uniform float viewHeight;

    flat in int worldTime2;
    uniform int frameCounter;
    uniform float frameTime;
    uniform vec3 fogColor;
    uniform vec3 skyColor;

    uniform bool isBiomeEnd;
    uniform bool isBiomeDry;

    uniform sampler2D colortex11;

    uniform sampler2D moon;

    uniform float rainStrength;

    uniform sampler2D noisetex;

    uniform sampler2D depthtex0;

    in vec4 starData;

    flat in vec3 upVec, sunVec;

    uniform vec3 sunPosition;
    uniform vec3 moonPosition;

    uniform float aspectRatio;

    uniform int worldTime;

    #include "/lib/dither.glsl"

    vec3 dayColorA;
    vec3 dayColorB;

    vec3 dayColorRainA;
    vec3 dayColorRainB;

    vec3 nightColorA;
    vec3 nightColorB;

    vec3 transitionColorA;
    vec3 transitionColorB;

    vec3 currentColorA;
    vec3 currentColorB;

    uniform float blindness;

    layout (rgba8) uniform image2D cimage11;

    in vec3 Normal;

    #include "/lib/globalDefines.glsl"
    #include "/lib/includes2.glsl"
    #include "/lib/optimizationFunctions.glsl"

    mediump float fogify(float x, float w) {
        return w / (x * x + w);
    }

    vec3 aces(vec3 x) {
    mediump float a = 2.51;
    mediump float b = 0.03;
    mediump float c = 2.43;
    mediump float d = 0.59;
    mediump float e = 0.14;
    return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
    }

    vec3 calcSkyColor(vec3 pos, vec3 currentColorA, vec3 currentColorB, vec4 noiseColor) {
        mediump float upDot = dot(pos, gbufferModelView[1].xyz);
        mediump float lerpAmount = fogify(max(clamp(upDot,0,1),0.0), 0.25);
        vec3 sky = mix2(currentColorB, currentColorA, lerpAmount);
        mediump float lerpAmount2 = clamp(lerpAmount * 2 - 1, 0, 1);
        vec3 cloudColorA = vec3(CLOUD_COLOR_A_R, CLOUD_COLOR_A_G, CLOUD_COLOR_A_B);
        vec3 cloudColorB = vec3(CLOUD_COLOR_B_R, CLOUD_COLOR_B_G, CLOUD_COLOR_B_B);
        if(rainStrength > 0.2f && !isBiomeDry) {
            cloudColorA = mix2(cloudColorA,1/vec3(CLOUD_COLOR_RAIN_A_R, CLOUD_COLOR_RAIN_A_G, CLOUD_COLOR_RAIN_A_B), (rainStrength - 0.2)/0.8);
            cloudColorB = mix2(cloudColorB,vec3(CLOUD_COLOR_RAIN_B_R, CLOUD_COLOR_RAIN_B_G, CLOUD_COLOR_RAIN_B_B),(rainStrength - 0.2)/0.8);
        }
        vec3 clouds = pow2(mix2(cloudColorA, cloudColorB, noiseColor.y),vec3(-1.5));
        vec3 cloudSky = mix2(sky,mix2(sky, clouds, noiseColor.y), pow2(1-lerpAmount2, 1/GAMMA));
        #ifdef SHADER_CLOUDS
            return cloudSky;
        #else
            return sky;
        #endif
    }

    vec3 screenToView(vec3 screenPos) {
        vec4 ndcPos = vec4(screenPos, 1.0) * 2.0 - 1.0;
        vec4 tmp = gbufferProjectionInverse * ndcPos;
        return tmp.xyz / tmp.w;
    }

    /* DRAWBUFFERS:0521 */
    layout(location = 0) out vec4 outputColor;

    void noonFunc(float time, float timeFactor) {
        mediump float dayNightLerp = timeFactor;
        if(rainStrength < 0.2f || isBiomeDry) {
            currentColorA = dayColorA;
            currentColorB = dayColorB;
        } else {
            currentColorA = dayColorRainA;
            currentColorB = dayColorRainB;
        }
    }

    void sunsetFunc(float time, float timeFactor) {
        mediump float sunsetLerp = timeFactor;
        if(rainStrength < 0.2f || isBiomeDry) {
            currentColorA = mix2(dayColorA, nightColorA, sunsetLerp);
            currentColorB = mix3(dayColorB, transitionColorB, nightColorA, sunsetLerp, 0.5);
        } else {
            currentColorA = mix2(dayColorRainA, nightColorA, sunsetLerp);
            currentColorB = mix3(dayColorRainB, transitionColorB, nightColorB, sunsetLerp, 0.5);
        }
    }

    void nightFunc(float time, float timeFactor) {
        mediump float dayNightLerp = timeFactor;
        currentColorA = nightColorA;
        currentColorB = nightColorB;
    }

    void dawnFunc(float time, float timeFactor) {
        mediump float sunsetLerp = timeFactor;
        if(worldTime < 500) sunsetLerp = smoothstep(-500.0, 500.0, float(worldTime));
        if(rainStrength < 0.2f || isBiomeDry) {
            currentColorA = mix2(nightColorA, dayColorA, sunsetLerp);
            currentColorB = mix3(nightColorB, transitionColorB, dayColorB, sunsetLerp, 0.5);
        } else {
            currentColorA = mix2(nightColorA, dayColorRainA, sunsetLerp);
            currentColorB = mix3(nightColorB, transitionColorB, dayColorRainB, sunsetLerp, 0.5);
        }
    }

    vec3 getMoonCoords(float scale) {
        vec2 texCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);

        mediump float depth = texture2D(depthtex0, texCoord * scale).r;

        vec3 ClipSpace = vec3(TexCoords * scale, depth * scale) * 2.0f - 1.0f;
        vec4 ViewW = gbufferProjectionInverse * vec4(ClipSpace, 1.0f);
        vec3 View = ViewW.xyz / ViewW.w;
        //View += sunPosition;
        vec4 World = gbufferModelViewInverse * vec4(View, 1.0f);

        vec2 ndc = texCoord * 2.0 - 1.0;

        vec4 clip = vec4(ndc, -1.0, 1.0);

        vec4 sunViewPos = vec4(sunPosition, 1.0);
        vec4 sunClipPos = sunViewPos;
        
        vec3 sunNDC = sunClipPos.xyz / sunClipPos.w;

        vec2 sunScreenPos = sunNDC.xy * 0.5 + 0.5;

        vec2 sunCoords = (sunPosition.xy + 1.0) * 0.5;

        vec3 sunWorldPos = (gbufferModelViewInverse * sunViewPos).xyz;

        vec4 viewSpace = gbufferProjectionInverse * clip;
        //viewSpace.xyz += sunPosition;

        vec3 direction = normalize2(viewSpace.xyz / viewSpace.w);
        //direction += normalize2(sunPosition);

        vec3 transformedDir = (gbufferModelViewInverse * vec4(direction, 0.0)).xyz;

        return transformedDir + normalize2(sunWorldPos) + 0.5f;
    }

    vec2 moonUVs(vec3 moonDir, vec3 viewDir, float radius) {
        vec3 offset = normalize2(viewDir - dot(viewDir, moonDir) * moonDir);
        vec3 moonRight = normalize2(cross(moonDir, vec3(0.0, 1.0, 0.0)));
        vec3 moonUp = normalize2(cross(moonRight, moonDir));

        float uAngle = dot(offset, moonRight);
        float vAngle = dot(offset, moonUp);

        return vec2(uAngle, vAngle) / radius * 0.5 + 0.5;
    }

    #include "/lib/world/timeCycle.glsl"
    #include "/lib/misc/buffers.glsl"

    void main() {
        vec3 pos = screenToView(vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), 1.0));
        vec2 texCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);

        mediump float depth = texture2D(depthtex0, texCoord).r;

        vec2 ndc = texCoord * 2.0 - 1.0;

        vec4 clip = vec4(ndc, -1.0, 1.0);

        vec4 viewSpace = gbufferProjectionInverse * clip;

        vec3 direction = normalize(viewSpace.xyz / viewSpace.w);

        vec3 transformedDir = (gbufferModelViewInverse * vec4(direction, 0.0)).xyz;

        #ifdef SHADER_CLOUDS
            vec4 noiseA = texture2D(noisetex,transformedDir.st * vec2(0.25, 1.0) * vec2(1.0/CLOUD_SCALE_A) + vec2(timeOfDay/6000 * CLOUD_SPEED_A, 0f));
            vec4 noiseB = texture2D(noisetex,transformedDir.st * vec2(0.25, 1.0) * vec2(1.0/CLOUD_SCALE_B) - vec2(timeOfDay/6000 * CLOUD_SPEED_B, 0f));
            vec4 noise = mix2(vec4(0f), noiseB, noiseA.g);
        #else
            vec4 noise = vec4(0.0);
        #endif

        if(isBiomeEnd) {
            dayColorA = vec3(SKY_SE_DAY_A_R,SKY_SE_DAY_A_G,SKY_SE_DAY_A_B);
            dayColorB = vec3(SKY_SE_DAY_B_R,SKY_SE_DAY_B_G,SKY_SE_DAY_B_B);

            dayColorRainA = vec3(SKY_SE_DAY_A_R,SKY_SE_DAY_A_G,SKY_SE_DAY_A_B);
            dayColorRainB = vec3(SKY_SE_DAY_B_R,SKY_SE_DAY_B_G,SKY_SE_DAY_B_B);
            nightColorA = vec3(SKY_SE_NIGHT_A_R,SKY_SE_NIGHT_A_G,SKY_SE_NIGHT_A_B);
            nightColorB = vec3(SKY_SE_NIGHT_B_R,SKY_SE_NIGHT_B_G,SKY_SE_NIGHT_B_B);
            transitionColorA = vec3(SKY_SE_SUNSET_A_R,SKY_SE_SUNSET_A_G,SKY_SE_SUNSET_A_B);
            transitionColorB = vec3(SKY_SE_SUNSET_B_R,SKY_SE_SUNSET_B_G,SKY_SE_SUNSET_B_B);
        } else {
            dayColorA = vec3(SKY_DAY_A_R,SKY_DAY_A_G,SKY_DAY_A_B);
            dayColorB = vec3(SKY_DAY_B_R,SKY_DAY_B_G,SKY_DAY_B_B);

            dayColorRainA = vec3(SKY_DAY_RAIN_A_R,SKY_DAY_RAIN_A_G,SKY_DAY_RAIN_A_B);
            dayColorRainB = vec3(SKY_DAY_RAIN_B_R,SKY_DAY_RAIN_B_G,SKY_DAY_RAIN_B_B);
            nightColorA = vec3(SKY_NIGHT_A_R,SKY_NIGHT_A_G,SKY_NIGHT_A_B);
            nightColorB = vec3(SKY_NIGHT_B_R,SKY_NIGHT_B_G,SKY_NIGHT_B_B);
            transitionColorA = vec3(SKY_SUNSET_A_R,SKY_SUNSET_A_G,SKY_SUNSET_A_B);
            transitionColorB = vec3(SKY_SUNSET_B_R,SKY_SUNSET_B_G,SKY_SUNSET_B_B);
        }

        mediump float dayNightLerp = clamp(quadTime/500,0,1);
        mediump float sunsetLerp = clamp((quadTime - 500)/500,0,1);

        timeFunctionFrag();

        vec4 screenPos = vec4(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z, 1.0);
        vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
        vec4 worldPos = gbufferModelViewInverse * viewPos;
        viewPos /= viewPos.w;
        vec3 nViewPos = normalize(viewPos.xyz);

        mediump float VdotU = dot(nViewPos, upVec);
        mediump float VdotS = dot(nViewPos, sunVec);
        mediump float dither = Bayer8(gl_FragCoord.xy);
        
        vec4 sunViewPos = gbufferProjection * vec4(sunPosition, 1.0);
        vec4 sunClipPos = sunViewPos;

        vec3 sunDirection = normalize2(sunPosition);

        vec3 moonDirection = normalize2(moonPosition);
        
        vec3 sunNDC = sunClipPos.xyz / sunClipPos.w;

        vec2 sunScreenPos = sunNDC.xy * 0.5 + 0.5;

        vec2 sunCoords = (sunPosition.xy + 1.0) * 0.5;

        vec4 moonViewPos = gbufferProjection * vec4(-sunPosition, 1.0);
        vec4 moonClipPos =  moonViewPos;
        
        vec3 moonNDC = moonClipPos.xyz / moonClipPos.w;

        vec2 moonScreenPos = moonNDC.xy * 0.5 + 0.5;

        equalsSky.isSky = vec4(1.0);
        
        pos = screenToView(vec3(texCoord, 1.0));
        vec3 viewDir = normalize2(pos);
        float invertSunMoon = 1.0;
        outputColor = vec4(mix2(pow2(calcSkyColor(normalize(pos), currentColorA, currentColorB, noise),vec3(1/GAMMA)),vec3(0),blindness),1.0);
        mediump float sunMaxDistance = 0.22;
        mediump float distToSun = length((texCoord - sunScreenPos) * vec2(aspectRatio, 1.0));
        float sunAngle = acos(dot(viewDir, sunDirection));
        mediump float sunGradient = 1.0 - smoothstep(0.0, sunMaxDistance, sunAngle);
        mediump float moonMaxDistance = 0.08;
        mediump float distToMoon = length((moonScreenPos - texCoord) * vec2(aspectRatio, 1.0));
        float moonAngle = acos(dot(viewDir, moonDirection));
        mediump float moonGradient = 1.0 - smoothstep(0.0, moonMaxDistance, moonAngle);
        vec3 sunColor = vec3(1.0, 0.9, 0.8);
        vec3 sunColor2 = vec3(1.0, 0.7, 0.5);
        vec3 moonColor = vec3(1.0, 1.0, 1.1);
        vec3 finalSunColor = sunColor;
        vec3 outputColorSun = sunColor * pow2(sunGradient, 4.0);
        vec2 moonUV = moonUVs(moonDirection, viewDir, moonMaxDistance);
        vec4 outputColorMoon = texture2D(moon,getMoonCoords(1).xy).xyzw;
        outputColorMoon = mix2(vec4(outputColorMoon.xyz, 0.0), outputColorMoon.xyzw, outputColorMoon.w);
        outputColorMoon.xyz = pow2(outputColorMoon.xyz,vec3(1/GAMMA/2)) * max(pow2(moonGradient,1/9.5),0.5);
        outputColorMoon.xyz = clamp(outputColorMoon.xyz,0,1);
        if(moonAngle > moonMaxDistance) outputColorMoon.w = 0.0;
        float detectSunMoon = 1 - dot(sunDirection, viewPos.xyz);
        vec4 outputSunMoon = vec4(outputColorSun, 1.0);
        vec4 outputLight = vec4(outputColorSun * smoothstep(0.0, 0.75, sunGradient)*2.5, smoothstep(0.0, 0.75, sunGradient));
        if(detectSunMoon > 0.99) {
            outputColorMoon.xyz = mix2(outputColorMoon.xyz, vec3(0.8, 0.9, 1.0), 0.25 + 0.5 * moonGradient);
            outputSunMoon = outputColorMoon.xyzw;
            outputLight = vec4(0.0);
            outputColor.rgb = mix2(outputColor.rgb, outputSunMoon.xyz, outputSunMoon.w);
        } else {
            gl_FragData[2] = encodeLight(outputLight,MAX_LIGHT);
            outputColor.rgb = outputColor.rgb + outputSunMoon.xyz;
        }
        outputSunMoon *= 1 - rainStrength;
        if(worldTime2%24000 < 12000) {
            gl_FragData[3] = vec4(vec3(distToSun * 5.0),1.0);
        }
        outputColor = mix2(outputColor, vec4(1.0), step(0.5, starData.a));
        gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);

        imageStore(cimage11, ivec2(gl_FragCoord.xy/vec2(viewWidth, viewHeight) * imageSize(cimage11)), vec4(1.0));

        gl_FragData[3] = vec4(transformedDir * 0.5 + 0.5, 1.0);
    }
#endif

#ifdef VERTEX_SHADER
    varying vec2 TexCoords;

    uniform vec3 chunkOffset;
    uniform mat4 modelViewMatrix;
    uniform mat4 projectionMatrix;
    uniform vec3 cameraPosition;
    uniform mat4 gbufferModelViewInverse;
    uniform mat4 gbufferModelView;

    in vec3 vaPosition;

    in vec2 vaUV0;

    out vec4 starData;

    out vec3 Normal;

    flat out vec3 upVec, sunVec;

    const float sunPathRotation = -40.0f;

    #include "/lib/world/timeCycle.glsl"
    uniform mat4 gbufferProjection;

    flat out int worldTime2;

    uniform mat4 gbufferProjectionInverse;

    #include "/lib/optimizationFunctions.glsl"

    vec3 GetSunVector() {
        const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994), -sin(sunPathRotation * 0.01745329251994));
        mediump float ang = fract(worldTime / 24000.0 - 0.25);
        ang = (ang + (cos(ang * 3.14159265358979) * -0.5 + 0.5 - ang) / 3.0) * 6.28318530717959;
        return normalize2((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0, 1.0)).xyz);
    }

    void main() {
        timeFunctionVert();
        vec3 worldSpaceVertexPosition = cameraPosition + (gbufferModelViewInverse * projectionMatrix * modelViewMatrix * vec4(vaPosition,1)).xyz;
        float distanceFromCamera = distance(worldSpaceVertexPosition, cameraPosition);
        gl_Position = ftransform();
        starData = vec4(gl_Color.rgb, float(gl_Color.r == gl_Color.g && gl_Color.g == gl_Color.b && gl_Color.r > 0.0));
        TexCoords = vaUV0;

        Normal = normalize(gl_NormalMatrix * gl_Normal);

        upVec = normalize(gbufferModelView[1].xyz);
        sunVec = GetSunVector();

        worldTime2 = worldTime;
    }
#endif