/** 
 * @file multiSpotLightF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2007, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library 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
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */
 
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable

/*[EXTRA_CODE_HERE]*/

#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif

uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;

uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod;  //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;

uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;

uniform vec3 center;
uniform float size;
uniform vec3 color;
uniform float falloff;

VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;

uniform mat4 inv_proj;

vec3 srgb_to_linear(vec3 cs);
vec3 getNorm(vec2 pos_screen);

vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
    vec4 ret = texture2DLod(projectionMap, tc, lod);
    ret.rgb = srgb_to_linear(ret.rgb);
    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
    
    float det = min(lod/(proj_lod*0.5), 1.0);
    
    float d = min(dist.x, dist.y);
    
    d *= min(1, d * (proj_lod - lod));
    
    float edge = 0.25*det;
    
    ret *= clamp(d/edge, 0.0, 1.0);
    
    return ret;
}

vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
    vec4 ret = texture2DLod(projectionMap, tc, lod);
    ret.rgb = srgb_to_linear(ret.rgb);

    vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
    
    float det = min(lod/(proj_lod*0.5), 1.0);
    
    float d = min(dist.x, dist.y);
    
    float edge = 0.25*det;
        
    ret *= clamp(d/edge, 0.0, 1.0);
    
    return ret;
}

vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
    vec4 ret = texture2DLod(projectionMap, tc, lod);
    ret.rgb = srgb_to_linear(ret.rgb);

    vec2 dist = tc-vec2(0.5);
    
    float d = dot(dist,dist);
        
    ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
    
    return ret;
}

vec4 getPosition(vec2 pos_screen);

void main() 
{

    vec3 col = vec3(0,0,0);

#if defined(LOCAL_LIGHT_KILL)
    discard;
#else
    vec4 frag = vary_fragcoord;
    frag.xyz /= frag.w;
    frag.xyz = frag.xyz*0.5+0.5;
    frag.xy *= screen_res;
    
    vec3 pos = getPosition(frag.xy).xyz;
    vec3 lv = center.xyz-pos.xyz;
    float dist = length(lv);

    if (dist >= size)
    {
        discard;
    }
    dist /= size;

    float shadow = 1.0;
    
    if (proj_shadow_idx >= 0)
    {
        vec4 shd = texture2DRect(lightMap, frag.xy);
        shadow = (proj_shadow_idx==0)?shd.b:shd.a;
        shadow += shadow_fade;
        shadow = clamp(shadow, 0.0, 1.0);        
    }
    
    vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
    
    float envIntensity = norm.z;

    norm = getNorm(frag.xy);
    
    norm = normalize(norm);
    float l_dist = -dot(lv, proj_n);
    
    vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
    if (proj_tc.z < 0.0)
    {
        discard;
    }
    
    proj_tc.xyz /= proj_tc.w;
    
    float fa = falloff+1.0;
    float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
    dist_atten *= dist_atten;
    dist_atten *= 2.0;
    if (dist_atten <= 0.0)
    {
        discard;
    }
    
    lv = proj_origin-pos.xyz;
    lv = normalize(lv);
    float da = dot(norm, lv);
        
    vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
 
    vec4 spec = texture2DRect(specularRect, frag.xy);

    vec3 dlit = vec3(0, 0, 0);

    float noise = texture2D(noiseMap, frag.xy/128.0).b;
    if (proj_tc.z > 0.0 &&
        proj_tc.x < 1.0 &&
        proj_tc.y < 1.0 &&
        proj_tc.x > 0.0 &&
        proj_tc.y > 0.0)
    {
        float amb_da = proj_ambiance;
        float lit = 0.0;

        if (da > 0.0)
        {
            lit = da * dist_atten * noise;

            float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
            float lod = diff * proj_lod;
            
            vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
        
            dlit = color.rgb * plcol.rgb * plcol.a;
            
            col = dlit*lit*diff_tex*shadow;

            // unshadowed for consistency between forward and deferred?
            amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
        }
        
        //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
        vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);

        // use unshadowed for consistency between forward and deferred?
        amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
        amb_da *= dist_atten * noise;
        amb_da = min(amb_da, 1.0-lit);

        col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
    }
    

    if (spec.a > 0.0)
    {
        vec3 npos = -normalize(pos);
        dlit *= min(da*6.0, 1.0) * dist_atten;

        //vec3 ref = dot(pos+lv, norm);
        vec3 h = normalize(lv+npos);
        float nh = dot(norm, h);
        float nv = dot(norm, npos);
        float vh = dot(npos, h);
        float sa = nh;
        float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;

        float gtdenom = 2 * nh;
        float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
                                
        if (nh > 0.0)
        {
            float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
            vec3 speccol = dlit*scol*spec.rgb*shadow;
            speccol = clamp(speccol, vec3(0), vec3(1));
            col += speccol;
        }
    }   

    if (envIntensity > 0.0)
    {
        vec3 ref = reflect(normalize(pos), norm);
        
        //project from point pos in direction ref to plane proj_p, proj_n
        vec3 pdelta = proj_p-pos;
        float ds = dot(ref, proj_n);
        
        if (ds < 0.0)
        {
            vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
            
            vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));

            if (stc.z > 0.0)
            {
                stc /= stc.w;
                                
                if (stc.x < 1.0 &&
                    stc.y < 1.0 &&
                    stc.x > 0.0 &&
                    stc.y > 0.0)
                {
                    col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
                }
            }
        }
    }
#endif

    //not sure why, but this line prevents MATBUG-194
    col = max(col, vec3(0.0));

    //output linear
    frag_color.rgb = col;
    frag_color.a = 0.0;
}