/***********************************************/
/*          Copyright (C) 2023 Belmu           */
/*       GNU General Public License V3.0       */
/***********************************************/

uniform vec3 sunPosition;
uniform vec3 moonPosition;
uniform vec3 shadowLightPosition;
uniform vec3 shadowVec;
uniform vec3 sunVector;
uniform vec3 moonVector;
uniform vec3 shadowLightVector;
uniform vec3 cameraPosition;
uniform vec3 upPosition;

uniform float viewWidth;
uniform float viewHeight;
uniform float aspectRatio;
uniform vec2 viewSize;
uniform vec2 pixelSize;
uniform ivec2 atlasSize;

uniform int framemod;
uniform int frameCounter;
uniform float frameTime;
uniform float frameTimeCounter;
uniform float centerDepthSmooth;
uniform float near;
uniform float far;
uniform int isEyeInWater;
uniform int hideGUI;
uniform float rainStrength;
uniform float wetness;
uniform float sunAngle;
uniform int worldTime;

uniform sampler2D normals;
uniform sampler2D specular;
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 colortex9;
uniform sampler2D colortex10;
uniform sampler2D colortex11;
uniform sampler2D colortex12;
uniform sampler2D colortex13;
uniform sampler2D colortex14;

uniform sampler2D depthtex0;
uniform sampler2D depthtex1;

uniform sampler3D depthtex2;
uniform sampler3D noisetex;

uniform sampler2D shadowtex0;
uniform sampler2D shadowtex1;
uniform sampler2D shadowcolor0;
uniform sampler2D shadowcolor1;

uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform mat4 shadowModelView;
uniform mat4 shadowModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowProjectionInverse;

uniform vec3 previousCameraPosition;
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferPreviousModelViewInverse;
uniform mat4 gbufferPreviousProjection;

// Maximum values for x amount of bits and their inverses (2^x - 1)
const float maxVal8     = 255.0;
const float maxVal16    = 65535.0;
const float rcpMaxVal8  = 0.00392156;
const float rcpMaxVal12 = 0.00024420;
const float rcpMaxVal13 = 0.00012208;
const float rcpMaxVal16 = 0.00001525;
