#version 120
const int nLightCount = 2;

//Masks: R = Glow, G = Owner Color, B = Engine Glow
uniform sampler2D normalMap;
uniform vec4 ownerColor;
uniform vec3 glowColor;
uniform float thrust;
uniform mat3 invView;
uniform float camDist;
uniform float nodeScale;

varying vec3 forward, right;
varying vec3 normal, binormal, tangent;
varying vec3 npos;
varying vec2 uv;

vec3 light[nLightCount];
float dist[nLightCount];

vec2 skyboxSample(vec3 dir) {
	float x = dot(dir, forward);
	float z = dot(dir, right);
	float y = dot(dir, cross(forward,right));
	
	return vec2(atan(-x,z) / 6.28318530718, (y + 1.0) * 0.5);
}

float mixRange(float x, float low, float hi) {
	return clamp((x - low) / (hi - low), 0.0, 1.0);
}

vec3 blackBody(float temp) {
	vec3 c;
	c.r = mix(1.0, 0.6234, mixRange(temp, 6400.0, 29800.0));
	c.b = mix(0.0, 1.0, mixRange(temp, 2800.0, 7600.0));
	if(temp < 6600.0)
		c.g = mix(0.22, 0.976, mixRange(temp, 1000.0, 6600.0));
	else
		c.g = mix(0.976, 0.75, mixRange(temp, 6600.0, 29800.0));
	return c;
}

void main() {
	vec3 normMap = (texture2D(normalMap, uv.xy).xyz * 2.0) - vec3(1.0);
	float ao = (length(normMap) - 0.5) * 2.0;
	
	vec3 n = normalize(normal) * normMap.z;
	n += normalize(binormal) * normMap.y;
	n += normalize(tangent) * normMap.x;
	n = normalize(n);
	
	gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0 - dot(normalize(npos),n));
}
