#version 120

#if @useUBO
    #extension GL_ARB_uniform_buffer_object : require
#endif

#if @useGPUShader4
    #extension GL_EXT_gpu_shader4: require
#endif

#include "lib/core/vertex.h.glsl"
varying vec2 uv;
varying float euclideanDepth;
varying float linearDepth;

#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)

#if !PER_PIXEL_LIGHTING
centroid varying vec3 passLighting;
centroid varying vec3 shadowDiffuseLighting;
#endif
varying vec3 passViewPos;
varying vec3 passNormal;

#include "vertexcolors.glsl"
#include "shadows_vertex.glsl"

#include "lib/light/lighting.glsl"
#include "lib/view/depth.glsl"

void main(void)
{
    gl_Position = modelToClip(gl_Vertex);

    vec4 viewPos = modelToView(gl_Vertex);
    gl_ClipVertex = viewPos;
    euclideanDepth = length(viewPos.xyz);
    linearDepth = getLinearDepth(gl_Position.z, viewPos.z);

#if (!PER_PIXEL_LIGHTING || @shadows_enabled)
    vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
#endif

    passColor = gl_Color;
    passNormal = gl_Normal.xyz;
    passViewPos = viewPos.xyz;

#if !PER_PIXEL_LIGHTING
    vec3 diffuseLight, ambientLight;
    doLighting(viewPos.xyz, viewNormal, diffuseLight, ambientLight, shadowDiffuseLighting);
    passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
    clampLightingResult(passLighting);
    shadowDiffuseLighting *= getDiffuseColor().xyz;
#endif

    uv = gl_MultiTexCoord0.xy;

#if (@shadows_enabled)
    setupShadowCoords(viewPos, viewNormal);
#endif
}