	#version 120
	const bool advancedProcedurals = 	#{{level:extreme}};
	const bool parallax = 				#{{level:extreme}};
	const bool sss =	 				#{{level:extreme}};
	const bool pbrLight = 				#{{level:high}};
	const bool simpleProcedurals = 		#{{level:high}};
	const bool advancedAmbience = 		#{{level:high}};
	const bool normalMapping = 			#{{level:medium}};
	const bool simpleAmbience = 		#{{level:medium}};
	const bool selfIllumination = 		#{{level:medium}};
	
	const int nLightCount = 2;
	const float pi = 3.14159265358;
	// constants for emissive lights and starlight intensity
	const float emissiveIntensity = 5.0;
	const float lightIntensity = 2.0;

	
	uniform sampler2D normalMap, emissive;
	uniform samplerCube skybox;
	uniform vec3 colors[nLightCount];
	uniform float lightRadius[nLightCount];
	uniform vec4 ownerColor;
	// complimentary triad color harmony, should in theory always generate an appealing theme. 
	vec3 colorLightsWindows = ownerColor.rgb * 0.7 + 0.3;
	vec3 colorLightsPrimary = vec3(ownerColor.brg) * 0.7 + 0.3;
	vec3 colorLightsSecondary = vec3(ownerColor.gbr) * 0.7 + 0.3;
	
	varying vec3 normal;
	varying vec3 npos, vertMask;
	varying vec2 uv;
	varying vec4 pos;
	
	uniform float mineBuild;
	
	varying vec3 light[nLightCount];
	
	// parallax scale, bias and steps
	const vec2 scaleBias = vec2(0.005, 0.0035);
	
	vec3 toLinear(vec3 x) {
		return pow(x, vec3(2.2));
	}
	
	vec3 toGamma(vec3 x) {
		return pow(x, vec3(0.45));
	}
	
	// pow alternatives
	float square(float x) {
		return x*x;
	}
	
	vec2 square(vec2 x) {
		return x*x;
	}
	
	vec3 square(vec3 x) {
		return x*x;
	}
	
	vec4 square(vec4 x) {
		return x*x;
	}
	
	float pow5(float x) {
	
		float y = x*x;
		return y*y*x;
	}
	

// speculer term part 1
float D_GGX(float HdotN, float Roughness)
{
    float m = Roughness * Roughness;
    float m2 = m * m;
    float denominator = HdotN * HdotN * (m2 - 1.0) + 1.0;
    float D = m2 /( pi * denominator * denominator);
    return D;
}

// specular term part 2
float V_SchlickforGGX(float Roughness, float NdotV, float NdotL)
{
    float k = Roughness * Roughness * 0.5f;
    float G1V = NdotV * (1.0 - k) + k;
    float G1L = NdotL * (1.0 - k) + k;
    return 0.25f / (G1V * G1L);
}
// fresnel for specular term
vec3 Fresnel(vec3 substance, vec3 l, vec3 h)
{
	return max(vec3(0.0), substance + (substance - 1.0) * pow(1.0 - max(0.0,(dot(l, h))), 5.0));
}
// fresnel for ambient light
vec3 Fresnel2(vec3 substance, float dotProduct, float roughness)
{
	return substance + (1.0 - substance) * pow((1.0 - dotProduct), 5.0) / (6.0 - 5.0 * roughness);
}
// diffuse term
float OrenNayerforDiffuseOnly(float roughness, float NdotL, float NdotV)
{
	float O = 0.62 - pow(1.0-NdotL * clamp(1.0-NdotV/2.0, 0.0,1.0), pi) * 0.62;
	O = mix(O, NdotL, roughness);
	return O;
}

	float deriveZ(vec2 n) {		
		return sqrt(abs(1.0 - n.x * n.x - n.y * n.y));
	}		
	
	vec3 dp1Calc(vec3 p) {
		return dFdx(p);
	}
	
	vec3 dp2Calc(vec3 p) {
		return dFdy(p);
	}
	
	vec2 duv1Calc(vec2 uv) {
		return dFdx(uv);
	}
	
	vec2 duv2Calc(vec2 uv) {
		return dFdy(uv);
	}
	
void main() {
	if((1.0 - mineBuild) + (1.0 - vertMask.g) < 1.0)
		discard;		

	vec2 uvP = uv;

	vec3 v = normalize(npos);
	vec3 n = normalize(normal);
	vec3 r = n;
	float NdotV = max(0.0, dot(n, v));
	vec3 albedo = vec3(0.0); // pure color of a surface
	vec3 substance = vec3(0.0); // essentially an rgb specular color extracted from the albedo through metalness
	float metalness = 0.0; // dielectric or metallic surface
	float orgRoughness = 0.0; // specular/reflection sharpness
	float cavity = 0.5; // hard multiplier
	float aoDetail = 1.0; // detail occluder for lights
	float aoModel = 1.0; // large scale usually pr model baked occluder
	mat3 TBN = mat3(0.0);
	
	// results
	vec3 color = vec3(0.0);
	vec3 lights = vec3(0.0);

	
	if (normalMapping){		
		// Normal and tangent setup
		vec3 dp1 = dp1Calc(-v);
		vec3 dp2 = dp2Calc(-v);
		vec2 duv1 = duv1Calc(uvP);
		vec2 duv2 = duv2Calc(uvP);
		
		// solve the linear system
		vec3 dp2perp = cross(dp2, normal);
		vec3 dp1perp = cross(normal, dp1);
		vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;
		vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;
	
		// construct a scale-invariant frame 
		float invmax = pow(max(dot(tangent, tangent), dot(binormal, binormal)), -0.5);
		TBN = mat3(tangent * invmax, binormal * invmax, normal);
		if(parallax){
		
			float p = (texture2D(normalMap, uvP).a * scaleBias.r - scaleBias.g);
			float fDet = dot(dp1, dp2perp);
			vec2 vProjVScr = (1.0/fDet) * vec2(dot(dp2perp, v), dot(dp1perp, v));
			vec2 vProjVTex = (duv1.xy * vProjVScr.x + duv2.xy * vProjVScr.y);	
			float vProjVTexZ = NdotV * p;
	
			uvP += (vProjVTex.xy * vProjVTexZ);

		}
	}
	
	//inputs
	vec4 texSamp2 = texture2D(normalMap, uvP);
	vec4 texSamp3 = vec4(vec3(0.0), 1.0);

	if (selfIllumination){
		texSamp3 = square(texture2D(emissive, clamp(uv.xy * vec2(0.5, 1.0), vec2(0.0125, 0.025), vec2(0.4875, 0.975))));
		texSamp3 = mix(vec4(0.0,0.0,0.0,1.0), texSamp3, vertMask.r * mineBuild);
		texSamp3.rgb *= 8.0; // way to faint texture bake correction
	}
	orgRoughness = square(texSamp2.a * 0.33 + 0.66);
	aoDetail = min(1.0, texSamp2.b + 0.5);
	albedo = vec3((texSamp2.b + texSamp2.a) * 0.5);
	albedo = toLinear(min(vec3(1.0), (mix(colors[0], colors[1], albedo) * 0.25 + 0.25)) + texSamp2.b * 0.25);

	if (normalMapping){
		//calculate blue channel from x and y of normal map	
		texSamp2.xy *= 2.0;
		texSamp2.xy -= 1.0;
		texSamp2.xy = texSamp2.yx;
	
		vec3 normMap = normalize(vec3(texSamp2.xy, deriveZ(texSamp2.xy)));
		
		n = normalize(TBN * normMap);
		NdotV = max(0.0, dot(n, v));
	}
	r = normalize(reflect(-v, n));
	
	metalness  = (1.0 - (orgRoughness * texSamp2.b)) * 0.25;
	substance = (0.04 - 0.04 * metalness) + albedo * metalness;

	vec3 ambientFresnel = Fresnel2(substance, NdotV ,orgRoughness);
	
	if (advancedAmbience){
		
		color += square((textureCube(skybox, r, sqrt(orgRoughness) * 4.0).rgb) + 0.024) * ambientFresnel;
	
		// ambient light
		color += square(textureCube(skybox, n.xyz, 4.0).rgb + 0.024) * albedo * (1.0 - ambientFresnel);
	}
	else if (simpleAmbience){
		// Ambient reflections with fix mip and n instead of refect
		color += square(textureCube(skybox, r, 3.0).rgb * ambientFresnel);
	
		// Ambient light - average color of skybox squared
		color += vec3(0.006724, 0.014884, 0.067081) * albedo * (1.0 - ambientFresnel);
	}
	else{
		// Ambient 
		color += vec3(0.006724, 0.014884, 0.067081) * (ambientFresnel + albedo * (1.0 - ambientFresnel));
	}
	
	
	if (selfIllumination){
		// self illuminate for primary, secondary, windows and engines are added.
		lights = texSamp3.r * colorLightsPrimary;
		lights += texSamp3.g * colorLightsSecondary;
		lights += texSamp3.b * colorLightsWindows;
	
		// Self-illumination fake pbr calculations. 
		vec3 emissiveFresnel = mix((1.0 - NdotV) * substance, albedo, pow5(orgRoughness));
		lights *= emissiveFresnel * aoDetail;
	}
	aoModel = max(0.25, (1.0 - ((1.0 - texSamp3.a) * mineBuild)) * aoDetail);

	if (pbrLight){		
		for (int i = 0; i < nLightCount; i++) {
			float distance = length(gl_LightSource[i].position.xyz - pos.xyz); // EYE SPACE, I'm sorry:o(
			// rest is world space

			vec3 L = normalize(light[i] / distance);
			float NdotL = max(0.0, dot(n.xyz,L));
			
			float sqrLightRadius = square(lightRadius[i]);
			float illuminance = lightIntensity * pi * (sqrLightRadius / (max(sqrLightRadius, dot(L,L))));
			
			// note the square to kill hard spec in deep space!
			float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation
			+ gl_LightSource[i].linearAttenuation * distance
			+ gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL;
			
			if (attenuation >0.0){
				vec3 VplusL = L + v;
				vec3 halfVec = normalize(VplusL);
				float HdotN = max(0.0, dot(halfVec,n));
				vec3 F = Fresnel(substance, L, halfVec);
				float D = max(0.0, D_GGX(HdotN, orgRoughness));
				float V = max(0.0, V_SchlickforGGX((1.0 + orgRoughness) * 0.5, NdotV, NdotL));
				float O = OrenNayerforDiffuseOnly(orgRoughness, NdotL, NdotV);
				
				color += ((D * V * F) + (1.0 - F) * O * albedo) * gl_LightSource[i].diffuse.rgb * attenuation;
			}
		}
		// hard cavity multiplier
		color *= (texSamp2.b + 1.0);
	}
	// this light model is pretty loose in terms of what it does, design focus to match 
	// the pbr in terms of visibility and overall feel for a fraction of the price
	else{
		for (int i = 0; i < nLightCount; i++) {
			float distance = length(gl_LightSource[i].position.xyz - pos.xyz); // EYE SPACE, I'm sorry:o(
			// rest is world space

			vec3 L = normalize(light[i] / distance);
			float NdotL = max(0.0, dot(n.xyz,L));
			
			float sqrLightRadius = square(lightRadius[i]);
			float illuminance = lightIntensity * pi * (sqrLightRadius / (max(sqrLightRadius, dot(L,L))));
			
			// note the square to kill hard spec in deep space!
			float attenuation = square(1.0 / (1.0 + (gl_LightSource[i].constantAttenuation
			+ gl_LightSource[i].linearAttenuation * distance
			+ gl_LightSource[i].quadraticAttenuation * square(distance)))) * illuminance * NdotL;
			
			vec3 VplusL = L + v; 
			vec3 halfVec = normalize(VplusL);
			float HdotN = max(0.0, dot(halfVec, n));
			vec3 S = Fresnel2(substance, HdotN ,orgRoughness);
			// albedo * (texSamp2.b * 0.5) to sorta hack albedo into a classical diffuse texture
			color += (albedo * (texSamp2.b * 0.5) + pow(S * HdotN, vec3(orgRoughness + 5.0))) * gl_LightSource[i].diffuse.rgb * attenuation;
		}
	}
	color *= aoModel;	
	color += lights * emissiveIntensity;

	gl_FragColor.rgb = toGamma(clamp(color, vec3(0.0), vec3(1.0)));
	gl_FragColor.a = 1.0;
}
