/********************************************************************************/
/*                                                                              */
/*    Noble Shaders                                                             */
/*    Copyright (C) 2026  Belmu                                                 */
/*                                                                              */
/*    This program is free software: you can redistribute it and/or modify      */
/*    it under the terms of the GNU General Public License as published by      */
/*    the Free Software Foundation, either version 3 of the License, or         */
/*    (at your option) any later version.                                       */
/*                                                                              */
/*    This program is distributed in the hope that it will be useful,           */
/*    but WITHOUT ANY WARRANTY; without even the implied warranty of            */
/*    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             */
/*    GNU General Public License for more details.                              */
/*                                                                              */
/*    You should have received a copy of the GNU General Public License         */
/*    along with this program.  If not, see <https://www.gnu.org/licenses/>.    */
/*                                                                              */
/********************************************************************************/

// Uniforms

uniform vec3 sunVector;
uniform vec3 moonVector;

uniform vec3 shadowLightVector;
uniform vec3 shadowLightVectorWorld;

uniform vec3 cameraPosition;
uniform vec3 previousCameraPosition;

uniform float viewWidth;
uniform float viewHeight;
uniform float aspectRatio;

uniform vec2 viewSize;
uniform vec2 texelSize;
uniform ivec2 atlasSize;

uniform int worldTime;
uniform int framemod;
uniform int frameCounter;
uniform float frameTime;
uniform float frameTimeCounter;

uniform int isEyeInWater;
uniform int hideGUI;

uniform float centerDepthSmooth;
uniform float rainStrength;
uniform float wetness;
uniform float sunAngle;

uniform int renderStage;

uniform int biome_category;
uniform int biome_precipitation;

uniform float biome_arid;

uniform float biome_may_rain;
uniform float biome_may_sandstorm;

uniform float near;
uniform float far;

uniform mat4 gbufferModelView;
uniform mat4 gbufferPreviousModelView;

uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferPreviousModelViewInverse;

uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferPreviousProjection;

uniform mat4 shadowModelView;
uniform mat4 shadowModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowProjectionInverse;

// Samplers

uniform sampler2D noisetex;

uniform sampler2D colortex0;
uniform usampler2D colortex1;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
uniform sampler2D colortex4;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8;
uniform sampler2D colortex10;
uniform usampler2D colortex11;
uniform sampler2D colortex12;
uniform sampler2D colortex13;
uniform sampler2D colortex14;
uniform sampler2D colortex15;

uniform sampler2D depthtex0;
uniform sampler2D depthtex1;

uniform sampler2D shadowtex0;
uniform sampler2D shadowtex1;
uniform sampler2D shadowcolor0;
