#version 120
const int nLightCount = 2;
attribute vec4 in_vertex;
attribute vec3 in_normal;
attribute vec2 in_uv;
attribute vec4 in_color;
attribute vec4 in_uv2;

uniform float cycle;
uniform vec4 wsRot;
uniform vec4 wsPos;
uniform vec2 texSize;

varying vec4 pos;
varying vec3 normal, npos, origo;
varying vec2 uv, uv2, uvNoise, uvSplat, uvB[5];
varying float pulse, poleMask;
varying vec3 light[nLightCount];
varying vec3 splatRadial;
varying float atmoMask;

const float pi = 3.14159265358;
const float tau = 6.28318530717;
const vec2 fractions = vec2(0.984375, 0.0078125);

float square(float x){
	return x*x;
}

vec3 square(vec3 x){
	return x*x;
}
// regular atan() fails at 0,0
float atan2(float y, float x)
{
    return x == 0.0 ? sign(y)*pi/2 : atan(y, x);
}

vec3 toLinear(vec3 x) {
	return pow(x, vec3(2.2));
}
	 
vec3 wsAllign(vec3 x){
    return x + 2.0 * cross(wsRot.xyz, cross(wsRot.xyz, x) + wsRot.w * x);
}

void main()
{
   
    uv = in_uv;
	uv2 = in_uv2.xy;
	uvNoise = ((uv * vec2(128.0, 4.0)) * fractions.x + fractions.y) / 5.0;
	float radial = fract(atan2(in_vertex.r, in_vertex.b) / tau);
	uvSplat = vec2(uv2.y, abs(radial * 2.0 - 1.0));
	
	radial = abs(fract(radial * 8.0) * 2.0 - 1.0);
	radial *= 3.0;
	splatRadial = clamp(vec3(radial, radial - 1.0, radial - 2.0), vec3(0.0), vec3(1.0));
	splatRadial *= splatRadial * (3.0 - splatRadial * 2.0);
	
	poleMask = square(abs(in_vertex.y * 16.0));
    pulse = abs(cycle  * 2.0 - 1.0);
    pos = gl_ModelViewMatrix * in_vertex;
	origo = in_vertex.xyz;
	
    // convert view, normal and light vectors to world space and quaternion correct for model rotation
    mat3 tcamrot = transpose(mat3x3(gl_ModelViewMatrix));
    npos = (wsAllign(normalize(tcamrot * -pos.xyz)));
   
    // special view vector to correct just for cubemap reflections
    normal = (tcamrot * (gl_NormalMatrix * wsAllign(normalize(in_normal))));
    for (int i = 0; i < nLightCount; i++) {
        light[i] = wsAllign(normalize((tcamrot * (((gl_LightSource[i].position)).xyz - pos.xyz))));
    }

	atmoMask = in_color.r;

	// make splatmap blurs
	vec2 blur = vec2(1.0 / texSize.x, 1.0 / texSize.y);
	uvB[0] = uv;
	uvB[1] = uv + blur;
	uvB[2] = uv + vec2(-blur.x, blur.y);
	uvB[3] = uv + vec2(-blur.x, -blur.y);
	uvB[4] = uv + vec2(blur.x, -blur.y);
	
	// clamp so we don't get south poles blending into north poles an vice versa
	blur.y = 1.0 - blur.x;
	uvB[0].y = clamp(uvB[0].y, blur.x, blur.y);
	uvB[1].y = clamp(uvB[1].y, blur.x, blur.y);
	uvB[2].y = clamp(uvB[2].y, blur.x, blur.y);
	uvB[3].y = clamp(uvB[3].y, blur.x, blur.y);
	uvB[4].y = clamp(uvB[4].y, blur.x, blur.y);


    gl_Position = gl_ProjectionMatrix * pos;
}
