// Copyright (c) 2017-2019 Xiamen Yaji Software Co., Ltd.

CCEffect %{
  techniques:
  - name: opaque
    passes:
    - vert: standard-vs:vert
      frag: standard-fs:frag
      properties: &props
        tilingOffset:   { value: [1.0, 1.0, 0.0, 0.0] }
        rimLightColor:  { value: [1.0, 1.0, 1.0, 1.0], target: rimColor, editor: { displayName: Rim Color, type: color } }
        mainColor:      { value: [1.0, 1.0, 1.0, 1.0], target: albedo, editor: { displayName: Albedo, type: color } }
        albedoScale:    { value: [1.0, 1.0, 1.0], target: albedoScaleAndCutoff.xyz }
        alphaThreshold: { value: 0.5, target: albedoScaleAndCutoff.w, editor: { parent: USE_ALPHA_TEST } }
        occlusion:      { value: 1.0, target: pbrParams.x }
        roughness:      { value: 0.8, target: pbrParams.y }
        metallic:       { value: 0.6, target: pbrParams.z }
        normalStrenth:  { value: 1.0, target: pbrParams.w, editor: { parent: USE_NORMAL_MAP } }
        emissive:       { value: [0.0, 0.0, 0.0, 1.0], editor: { type: color } }
        emissiveScale:  { value: [1.0, 1.0, 1.0], target: emissiveScaleParam.xyz }
        mainTexture:    { value: grey, target: albedoMap, editor: { displayName: AlbedoMap } }
        normalMap:      { value: normal       }
        pbrMap:         { value: grey         }
        metallicRoughnessMap: { value: grey   }
        occlusionMap:   { value: white        }
        emissiveMap:    { value: grey         }
      migrations: &migs # existing material data migration
        properties:
          mainColor:      { formerlySerializedAs: albedo }
          alphaThreshold: { formerlySerializedAs: albedoScale.w }
          normalStrenth:  { formerlySerializedAs: pbrScale.w }
          mainTexture:    { formerlySerializedAs: albedoMap }
  - name: transparent
    passes:
    - vert: standard-vs:vert
      frag: standard-fs:frag
      depthStencilState:
        depthTest: true
        depthWrite: false
      blendState:
        targets:
        - blend: true
          blendSrc: src_alpha
          blendDst: one_minus_src_alpha
          blendDstAlpha: one_minus_src_alpha
      properties: *props
      migrations: *migs
}%

CCProgram shared-ubos %{
  uniform Constants {
    vec4 tilingOffset;
    vec4 rimColor;
    vec4 albedo;
    vec4 albedoScaleAndCutoff;
    vec4 pbrParams;
    vec4 emissive;
    vec4 emissiveScaleParam;
    vec4 fogParams;
  };
}%

CCProgram standard-vs %{
  precision highp float;
  #include <input-standard>
  #include <cc-global>
  #include <cc-local-batch>
  #include <shared-ubos>

  #if USE_VERTEX_COLOR
    in vec3 a_color;
    out vec3 v_color;
  #endif

  out vec3 v_position;
  out vec3 v_normal;
  out vec3 v_view_normal;
  out vec3 v_view_position;
  #if USE_NORMAL_MAP
    out vec3 v_tangent;
    out vec3 v_bitangent;
  #endif

  in vec2 a_texCoord;
  out vec2 v_uv;
  in vec2 a_texCoord1;
  out vec2 v_uv1;
  #if USE_LIGHTMAP && !USE_BATCHING && !USE_INSTANCING
    out vec2 v_luv;
  #endif

  vec4 vert () {
    StandardVertInput In;
    CCVertInput(In);

    mat4 matWorld, matWorldIT;
    CCGetWorldMatrixFull(matWorld, matWorldIT);

    vec4 pos = matWorld * In.position;

    v_position = pos.xyz;

    vec4 normal = vec4(In.normal,0.0);
    v_normal = normalize((matWorldIT * normal).xyz); 
    v_view_normal = normalize(((cc_matView * matWorldIT) * normal).xyz);

    vec4 vpos = (cc_matView * matWorld) * In.position;
    v_view_position = vpos.xyz;

    #if USE_NORMAL_MAP
      v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);
      v_bitangent = cross(v_normal, v_tangent) * In.tangent.w; // note the cross order
    #endif

    v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;
    #if HAS_SECOND_UV
      v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;
    #endif

    #if USE_VERTEX_COLOR
      v_color = a_color;
    #endif
    #if USE_LIGHTMAP && HAS_SECOND_UV && !USE_BATCHING && !USE_INSTANCING
      v_luv = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.zw;
    #endif

    return cc_matProj * (cc_matView * matWorld) * In.position;
  }
}%

CCProgram standard-fs %{
  precision highp float;
  #include <cc-global>
  #include <shading-standard>
  #include <output-standard>
  #include <gamma>
  #include <shared-ubos>

  in vec3 v_position;
  in vec3 v_view_position;
  in vec2 v_uv;
  in vec2 v_uv1;
  in vec3 v_normal;
  in vec3 v_view_normal;

  #if USE_VERTEX_COLOR
    in vec3 v_color;
  #endif

  #if USE_ALBEDO_MAP
    uniform sampler2D albedoMap;
    #pragma define ALBEDO_UV options([v_uv, v_uv1])
  #endif
  #if USE_NORMAL_MAP
    in vec3 v_tangent;
    in vec3 v_bitangent;
    uniform sampler2D normalMap;
    #pragma define NORMAL_UV options([v_uv, v_uv1])
  #endif
  #if USE_PBR_MAP
    uniform sampler2D pbrMap;
    #pragma define PBR_UV options([v_uv, v_uv1])
  #endif
  #if USE_METALLIC_ROUGHNESS_MAP
    uniform sampler2D metallicRoughnessMap;
    #pragma define METALLIC_ROUGHNESS_UV options([v_uv, v_uv1])
  #endif
  #if USE_OCCLUSION_MAP
    uniform sampler2D occlusionMap;
    #pragma define OCCLUSION_UV options([v_uv, v_uv1])
  #endif
  #if USE_EMISSIVE_MAP
    uniform sampler2D emissiveMap;
    #pragma define EMISSIVE_UV options([v_uv, v_uv1])
  #endif
  #if USE_LIGHTMAP
    in vec2 v_luv;
    #pragma builtin(local)
    layout(binding = 30) uniform sampler2D cc_lightingMap;
  #endif

  #pragma define OCCLUSION_CHANNEL options([r, g, b])
  #pragma define ROUGHNESS_CHANNEL options([g, b, r])
  #pragma define METALLIC_CHANNEL  options([b, r, g])
  #if USE_ALPHA_TEST
    #pragma define ALPHA_TEST_CHANNEL options([a, r])
  #endif

  void surf (out StandardSurface s) {
    vec4 baseColor = albedo;
    #if USE_VERTEX_COLOR
      baseColor.rgb *= v_color;
    #endif
    #if USE_ALBEDO_MAP
      vec4 texColor = texture(albedoMap, ALBEDO_UV);
      texColor.rgb = SRGBToLinear(texColor.rgb);
      baseColor *= texColor;
    #endif
    s.albedo = baseColor;
    s.albedo.rgb *= albedoScaleAndCutoff.xyz;

    #if USE_ALPHA_TEST
      if (s.albedo.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;
    #endif

    //fog compute
    float density = 0.001;//fogParams.w;
    float dist2 = dot(v_view_position,v_view_position);
    float fogFactor = exp( -density*density * dist2);
    fogFactor = clamp(fogFactor, 0.0, 1.0);

    vec3 fogColor = vec3(1.0,1,1.0);//fogParams.xyz;
    s.albedo.rgb = mix(fogColor,s.albedo.rgb,fogFactor);

    s.normal = v_normal;
    #if USE_NORMAL_MAP
      vec3 nmmp = texture(normalMap, NORMAL_UV).xyz - vec3(0.5);
      s.normal =
        (nmmp.x * pbrParams.w) * normalize(v_tangent) +
        (nmmp.y * pbrParams.w) * normalize(v_bitangent) +
        nmmp.z * normalize(s.normal);
    #endif

    s.position = v_position;

    vec4 pbr = pbrParams;
    #if USE_PBR_MAP
      vec4 res = texture(pbrMap, PBR_UV);
      pbr.x *= res.OCCLUSION_CHANNEL;
      pbr.y *= res.ROUGHNESS_CHANNEL;
      pbr.z *= res.METALLIC_CHANNEL;
    #endif
    #if USE_METALLIC_ROUGHNESS_MAP
      vec4 metallicRoughness = texture(metallicRoughnessMap, METALLIC_ROUGHNESS_UV);
      pbr.z *= metallicRoughness.METALLIC_CHANNEL;
      pbr.y *= metallicRoughness.ROUGHNESS_CHANNEL;
    #endif
    #if USE_OCCLUSION_MAP
      pbr.x *= texture(occlusionMap, OCCLUSION_UV).OCCLUSION_CHANNEL;
    #endif
    s.occlusion = clamp(pbr.x, 0.0, 0.96);
    s.roughness = clamp(pbr.y, 0.04, 1.0);
    s.metallic = pbr.z;

    s.emissive = emissive.rgb * emissiveScaleParam.xyz;
    #if USE_EMISSIVE_MAP
      s.emissive *= SRGBToLinear(texture(emissiveMap, EMISSIVE_UV).rgb);
    #endif
  }

  vec4 frag () {
    StandardSurface s; surf(s);
    vec4 color = CCStandardShading(s);

    #if USE_LIGHTMAP && !USE_BATCHING && !USE_INSTANCING
      vec4 lighting = texture(cc_lightingMap, v_luv);

      float fAmb = 0.5 - s.normal.y * 0.5;
      vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb) * cc_ambientSky.w;

      vec3 finalColor = (ambDiff.rgb * s.albedo.rgb);
      finalColor += lighting.rgb *  s.albedo.rgb;
      finalColor = finalColor * s.occlusion;
      finalColor += s.emissive;

      color.rgb = lighting.a * finalColor + (1.0 - lighting.a) * color.rgb;
    #endif
 
    float fRim = (1.0 - dot(normalize(v_view_normal),vec3(0,0,1.0))) * rimColor.w;

    color.rgb = mix(color.rgb,rimColor.rgb,fRim);
    //color.rgb = mix(vec3(0.0,0.0,0.0),rimColor.rgb,fRim);

    return CCFragOutput(color);
  }
}%
