//objmc
//https://github.com/Godlander/objmc

#define PI 3.1415926535897932

ivec4 getmeta(ivec2 topleft, int offset) {
    return ivec4(texelFetch(Sampler0, topleft + ivec2(offset,0), 0) * 255);
}
vec3 getpos(ivec2 topleft, int w, int h, int index) {
    int i = index*3;
    vec4 x = texelFetch(Sampler0, topleft + ivec2((i  )%w,h+((i  )/w)), 0);
    vec4 y = texelFetch(Sampler0, topleft + ivec2((i+1)%w,h+((i+1)/w)), 0);
    vec4 z = texelFetch(Sampler0, topleft + ivec2((i+2)%w,h+((i+2)/w)), 0);
    return vec3(
        (x.r*256)+(x.g)+(x.b/256),
        (y.r*256)+(y.g)+(y.b/256),
        (z.r*256)+(z.g)+(z.b/256)
    )*(255./256.) - vec3(128);
}
vec2 getuv(ivec2 topleft, int w, int h, int index) {
    int i = index*2;
    vec4 x = texelFetch(Sampler0, topleft + ivec2((i  )%w,h+((i  )/w)), 0);
    vec4 y = texelFetch(Sampler0, topleft + ivec2((i+1)%w,h+((i+1)/w)), 0);
    return vec2(
        ((x.g*65280)+(x.b*255))/65535,
        ((y.g*65280)+(y.b*255))/65535
    );
}
ivec2 getvert(ivec2 topleft, int w, int h, int index) {
    int i = index*2;
    ivec4 a = ivec4(texelFetch(Sampler0, topleft + ivec2((i  )%w,h+((i  )/w)), 0)*255);
    ivec4 b = ivec4(texelFetch(Sampler0, topleft + ivec2((i+1)%w,h+((i+1)/w)), 0)*255);
    return ivec2(
        ((a.r*65536)+(a.g*256)+a.b),
        ((b.r*65536)+(b.g*256)+b.b)
    );
}

int getb(int i, int b) {
    return (i>>b)&1;
}
int geta(int i, int b) {
    return getb(i,b)<<7;
}

//3d rotation matrix from Barf Creations
mat3 rotate(vec3 angles) {
    float sx = sin(angles.x);
    float cx = cos(angles.x);
    float sy = sin(-angles.y);
    float cy = cos(-angles.y);
    float sz = sin(-angles.z);
    float cz = cos(-angles.z);
    return mat3(cy*cz,            cy*sz,           -sy,
                sx*sy*cz - cx*sz, sx*sy*sz + cx*cz, sx*cy,
                cx*sy*cz + sx*sz, cx*sy*sz - sx*cz, cx*cy);
}

//gui item model detection from Onnowhere
bool isgui(mat4 ProjMat) {
    return ProjMat[3][2] == -2.0;
}
//first person hand item model detection from esben
bool ishand(float FogStart) {
    return FogStart*0.000001 > 1;
}

//hue to rgb
vec3 hrgb(float h) {
    vec3 K = vec3(1.0, 2.0 / 3.0, 1.0 / 3.0);
    vec3 p = abs(fract(K.xyz + h) * 6.0 - 3.0);
    return clamp(p - K.xxx, 0.0, 1.0);
}

//4 point bezier formula from Dominexis
vec3 bezb(vec3 a, vec3 b, vec3 c, vec3 d, float t) {
    float t2 = t * t;
    float t3 = t2 * t;
    return (d-3*c+3*b-a)*t3 + (3*c-6*b+3*a)*t2 + (3*b-3*a)*t + a;
}
vec3 bezier(vec3 a, vec3 b, vec3 c, vec3 d, float t) {
    return bezb(b,b+(c-a)/6,c-(d-b)/6,c,t);
}