#version 460 compatibility
#define GEOM 1
// This file is generated by options.main.kts. Do not edit this file manually.
#define TITLE_VERSION 3//[0 1 2 3 4 5]
#define SETTING_SHADOW_MAP_RESOLUTION 2048//[1024 2048 3072 4096]
const float shadowDistance = 512.0;//[64.0 128.0 192.0 256.0 384.0 512.0]
const float sunPathRotation = -20.0;//[-90.0 -89.0 -88.0 -87.0 -86.0 -85.0 -84.0 -83.0 -82.0 -81.0 -80.0 -79.0 -78.0 -77.0 -76.0 -75.0 -74.0 -73.0 -72.0 -71.0 -70.0 -69.0 -68.0 -67.0 -66.0 -65.0 -64.0 -63.0 -62.0 -61.0 -60.0 -59.0 -58.0 -57.0 -56.0 -55.0 -54.0 -53.0 -52.0 -51.0 -50.0 -49.0 -48.0 -47.0 -46.0 -45.0 -44.0 -43.0 -42.0 -41.0 -40.0 -39.0 -38.0 -37.0 -36.0 -35.0 -34.0 -33.0 -32.0 -31.0 -30.0 -29.0 -28.0 -27.0 -26.0 -25.0 -24.0 -23.0 -22.0 -21.0 -20.0 -19.0 -18.0 -17.0 -16.0 -15.0 -14.0 -13.0 -12.0 -11.0 -10.0 -9.0 -8.0 -7.0 -6.0 -5.0 -4.0 -3.0 -2.0 -1.0 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0]
//#define SETTING_ASSUME_NVIDIA_GPU
#ifdef SETTING_ASSUME_NVIDIA_GPU
#endif
//#define SETTING_DEBUG_AE
#ifdef SETTING_DEBUG_AE
#endif
#if SETTING_SHADOW_MAP_RESOLUTION == 1024
#define SHADOW_MAP_SIZE_D16 64
const int shadowMapResolution = 1024;
#elif SETTING_SHADOW_MAP_RESOLUTION == 2048
#define SHADOW_MAP_SIZE_D16 128
const int shadowMapResolution = 2048;
#elif SETTING_SHADOW_MAP_RESOLUTION == 3072
#define SHADOW_MAP_SIZE_D16 192
const int shadowMapResolution = 3072;
#elif SETTING_SHADOW_MAP_RESOLUTION == 4096
#define SHADOW_MAP_SIZE_D16 256
const int shadowMapResolution = 4096;
#endif
uniform float near;
uniform float far;
uniform mat4 gbufferPreviousModelView;
uniform mat4 textureMatrix = mat4(1.0);
#ifdef DISTANT_HORIZONS
uniform float dhNearPlane;
uniform float dhFarPlane;
float farPlane = max(dhFarPlane, far);
float nearPlane = min(dhNearPlane, near);
#else
float farPlane = far;
float nearPlane = near;
#endif
uniform int uval_mainImageSizeIX;
uniform int uval_mainImageSizeIY;
ivec2 uval_mainImageSizeI = ivec2(uval_mainImageSizeIX, uval_mainImageSizeIY);
#ifndef GLOBAL_DATA_MODIFIER
#define GLOBAL_DATA_MODIFIER restrict readonly buffer
#endif
struct AEData {
    vec4 lastScreenAvgLum;
    vec4 screenAvgLum;
    vec4 expValues;
    vec2 hsPercents;
    uint shadowCount;
    uint highlightCount;
    uint weightSum;
    #ifdef SETTING_DEBUG_AE
    uint lumHistogram[256];
    uint lumHistogramMaxBinCount;
    float finalAvgLum;
    #endif
};
struct CameraData {
    uint frustumPlaneCount;
    vec4 frustumPlanes[6];
};
mat4 gbufferPrevModelView = gbufferPreviousModelView;
layout(std430, binding = 0) GLOBAL_DATA_MODIFIER GlobalData {
    uvec4 global_dispatchSize1;
    uvec4 global_dispatchSize2;
    uvec4 global_dispatchSize3;
    uvec4 global_dispatchSize4;
    mat4 gbufferPrevModelViewInverse;
    mat4 global_shadowRotationMatrix;
    mat4 global_shadowRotationMatrixInverse;
    mat4 global_taaJitterMat;
    mat4 global_camProj;
    mat4 global_camProjInverse;
    mat4 global_prevCamProj;
    mat4 global_prevCamProjInverse;
    mat4 global_shadowProjPrev;
    mat4 global_shadowProjInversePrev;
    mat4 global_shadowProj;
    mat4 global_shadowProjInverse;
    mat4 global_shadowView;
    mat4 global_shadowViewInverse;
    mat4 global_sceneToShadowNDC;
    mat4 global_shadowViewToShadowNDC;
    mat4 global_shadowNDCToScene;
    vec3 global_prevCameraDelta;
    vec2 global_prevTaaJitter;
    vec2 global_taaJitter;
    CameraData global_cameraData;
    vec2 global_mipmapSizes[16];
    vec2 global_mipmapSizesRcp[16];
    ivec4 global_mipmapTiles3[16];
    ivec2 global_mipmapSizesI[16];
    ivec2 global_mipmapSizePrefixesPadded[16];
    ivec2 global_mipmapSizePrefixes[16];
    ivec4 global_hizTiles[16];
    ivec4 global_mipmapTileCeil[16];
    ivec4 global_mipmapTileCeilPadded[16];
    ivec3 global_shadowAABBMinPrev;
    ivec3 global_shadowAABBMaxPrev;
    ivec3 global_shadowAABBMin;
    ivec3 global_shadowAABBMax;
    vec3 global_shadowAABBMinHistory;
    vec3 global_shadowAABBMaxHistory;
    ivec3 global_shadowAABBMinNew;
    ivec3 global_shadowAABBMaxNew;
    float global_focusDistance;
    int global_lastWorldTime;
    float global_historyResetFactor;
    vec4 global_motionFactor;
    vec4 global_taaResetFactor;
    float global_turbidity;
    AEData global_aeData;
    uint global_atomicCounters[16];
};
layout(std430, binding = 1) GLOBAL_DATA_MODIFIER IndirectComputeData {
    uint indirectComputeData[];
};
const vec2 SHADOW_MAP_SIZE = vec2(float(shadowMapResolution), 1.0 / float(shadowMapResolution));
#define saturate(x) clamp(x, 0.0, 1.0)
ivec2 _textile_texelToTexel(ivec2 texelPos, ivec2 tileOffset, ivec2 tileSize) {
    return clamp(texelPos, ivec2(0), tileSize - 1) + tileOffset;
}
vec2 _textile_uvToUV(vec2 uv, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(uv * tileSizeF, vec2(0.5), tileSizeF - 0.5) + tileOffsetF;
    return saturate(textureTexelPos * atlastSizeRcp);
}
vec2 _textile_uvToGatherUV(vec2 uv, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(uv * tileSizeF, vec2(1.0), tileSizeF - 1.0) + tileOffsetF;
    return saturate(textureTexelPos * atlastSizeRcp);
}
vec2 _textile_texelToGatherUV(vec2 texelPos, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(texelPos, vec2(1.0), tileSizeF - 1.0) + tileOffsetF;
    return saturate(textureTexelPos * atlastSizeRcp);
}
#undef saturate
#if defined MC_GL_AMD_gpu_shader_half_float
#extension GL_AMD_gpu_shader_half_float : enable
#elif defined MC_GL_NV_gpu_shader5 || defined SETTING_ASSUME_NVIDIA_GPU
#extension GL_NV_gpu_shader5 : enable
#else
#define NO_HALF a
#define hf
#define float16_t float
#define f16vec2 vec2
#define f16vec3 vec3
#define f16vec4 vec4
#define f16mat2 mat2
#define f16mat3 mat3
#define f16mat4 mat4
#endif
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
in vec2 vert_texcoord[];
#if defined(SHADOW_PASS_TRANSLUCENT)
in vec3 vert_color[];
#endif
#endif
in vec2 vert_screenPos[];
in uint vert_worldNormalMaterialID[];
in uint vert_survived[];
#if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
out vec2 frag_texcoord;
#if defined(SHADOW_PASS_TRANSLUCENT)
out vec3 frag_color;
#endif
#endif
out vec2 frag_screenPos;
out uint frag_worldNormalMaterialID;
#if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
out uvec2 frag_texcoordMinMax;
#endif
void main() {
    uint survived = vert_survived[0] & vert_survived[1] & vert_survived[2];
    vec4 screenBoundF = vec4(
        min(gl_in[0].gl_Position.xy, min(gl_in[1].gl_Position.xy, gl_in[2].gl_Position.xy)),
        max(gl_in[0].gl_Position.xy, max(gl_in[1].gl_Position.xy, gl_in[2].gl_Position.xy))
    );
    screenBoundF = screenBoundF * 0.5 + 0.5;
    screenBoundF *= float(SETTING_SHADOW_MAP_RESOLUTION);
    uvec4 screenBound = uvec4(floor(screenBoundF.xy), ceil(screenBoundF.zw));
    survived = survived & uint(!any(equal(round(screenBoundF.xy), round(screenBoundF.zw))));
    survived = survived & uint(all(greaterThan(screenBound.xy, uvec2(2u))));
    survived = survived & uint(all(lessThan(screenBound.zw, uvec2(SETTING_SHADOW_MAP_RESOLUTION - 2u))));
    if (bool(survived)) {
        #if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
        vec2 texcoordMin = vec2(1.0);
        vec2 texcoordMax = vec2(0.0);
        texcoordMin = min(texcoordMin, vert_texcoord[0]);
        texcoordMax = max(texcoordMax, vert_texcoord[0]);
        texcoordMin = min(texcoordMin, vert_texcoord[1]);
        texcoordMax = max(texcoordMax, vert_texcoord[1]);
        texcoordMin = min(texcoordMin, vert_texcoord[2]);
        texcoordMax = max(texcoordMax, vert_texcoord[2]);
        uvec2 texcoordMinMaxPacked;
        texcoordMinMaxPacked.x = packSnorm2x16(texcoordMin);
        texcoordMinMaxPacked.y = packSnorm2x16(texcoordMax);
        #endif
        gl_Position = gl_in[0].gl_Position;
        #if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
        frag_texcoord = vert_texcoord[0];
        #if defined(SHADOW_PASS_TRANSLUCENT)
        frag_color = vert_color[0];
        #endif
        #endif
        frag_screenPos = vert_screenPos[0];
        frag_worldNormalMaterialID = vert_worldNormalMaterialID[0];
        #if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
        frag_texcoordMinMax = texcoordMinMaxPacked;
        #endif
        EmitVertex();
        gl_Position = gl_in[1].gl_Position;
        #if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
        frag_texcoord = vert_texcoord[1];
        #if defined(SHADOW_PASS_TRANSLUCENT)
        frag_color = vert_color[1];
        #endif
        #endif
        frag_screenPos = vert_screenPos[1];
        frag_worldNormalMaterialID = vert_worldNormalMaterialID[1];
        #if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
        frag_texcoordMinMax = texcoordMinMaxPacked;
        #endif
        EmitVertex();
        gl_Position = gl_in[2].gl_Position;
        #if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
        frag_texcoord = vert_texcoord[2];
        #if defined(SHADOW_PASS_TRANSLUCENT)
        frag_color = vert_color[2];
        #endif
        #endif
        frag_screenPos = vert_screenPos[2];
        frag_worldNormalMaterialID = vert_worldNormalMaterialID[2];
        #if defined(SHADOW_PASS_ALPHA_TEST) || defined(SHADOW_PASS_TRANSLUCENT)
        frag_texcoordMinMax = texcoordMinMaxPacked;
        #endif
        EmitVertex();
        EndPrimitive();
    }
}