#version 120
const int nLightCount = 2;
const float pi = 3.14159265358;

uniform sampler2D diffuse, masks, normals;
uniform samplerCube skybox;
//uniform vec4 ownerColor;
//uniform vec3 glowColor;
//uniform float thrust;
//uniform float camDist;
uniform float life;

varying vec3 normal;
varying vec3 npos;
varying vec2 uv;
uniform mat3 invView;

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


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;
}

// Schlick GGX approximation
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);
}
// 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;
}

vec3 Fresnel(vec3 substance, vec3 l, vec3 h)
{
	return substance + (1.0 - substance) * pow(1.0 - clamp((dot(l, h)), 0.0, 1.0), 5.0);
}

vec3 Fresnel2(vec3 substance, float dotProduct, float roughness)
{
	return substance + (1.0 - substance) * pow((1.0 - dotProduct), 5.0) / (6.0 - 5.0 * roughness);
}

float RoughToSPow(float fRoughness)
{
   return (2.0 / (fRoughness * fRoughness)) - 2.0;
}

const float k0 = 0.00098f, k1 = 0.9921f;
const float g_fMaxT = (exp2(-10.0 / sqrt((2.0 / (0.0014f * 0.0014f)) - 2.0)) - 0.00098f) / 0.9921f;

float GetSpecPowToMip(float fSpecPow, int nMips)
{
   float fSmulMaxT = (exp2( -10.0 / sqrt(fSpecPow)) - k0) / k1;

   return float(nMips - 1) * (1.0 - clamp(fSmulMaxT / g_fMaxT, 0.0, 1.0 ));
}

// screen-space cotangent derivative
mat3 cotangent_frame(vec3 N, vec3 p, vec2 uv)
{
	vec4 dpduv1 = dFdx(vec4(p.xy, uv));
	vec4 dpduv2 = dFdy(vec4(p.xy, uv));

	// solve the linear system
	vec3 dp2perp = cross(vec3(dpduv2.xy, 0.0), N);
	vec3 dp1perp = cross(N, vec3(dpduv1.xy, 0.0));
	vec3 T = dp2perp * dpduv1.z + dp1perp * dpduv2.z;
	vec3 B = dp2perp * dpduv1.w + dp1perp * dpduv2.w;

	// construct a scale-invariant frame 
	float invmax = pow(max(dot(T, T), dot(B, B)), -0.5);
	return mat3(T * invmax, B * invmax, N);
}

void main() {
	vec4 diffuse = texture2D(diffuse, uv.xy, -10.0);// discard will screw up if mipmapping
	if (diffuse.a < 1.0f)
	{
		discard;
 	}

	vec4 normSamp = texture2D(normals, uv.xy);
	vec4 maskSamp = texture2D(masks, uv.xy);

	float transparency = clamp((clamp(diffuse.w,0.25, 0.5) - 0.25), 0.0, 0.25) * 4 + 0.25;	
	float metalness = maskSamp.b;
	float ao = normSamp.a;
	vec3 normMap = normSamp.xyz * 2.0 - 1.0;
	
	// Roughness setup
	float orgRoughness = maskSamp.r;
	
	// Albedo setup
	vec3 albedo = diffuse.rgb;

	mat3 TBN = cotangent_frame(normal, -npos, uv.xy);
	vec3 n = normalize(TBN * normMap);
	vec3 v = normalize(npos);
	vec3 r = normalize(reflect(-v, n));
	
	// Substance setup and Albedo adjust
	vec3 substance = clamp((0.04 - 0.04 * metalness) + albedo * metalness,0.0, 1.0);
	albedo -= substance;

	// Light model specials setup
	float NdotV = clamp(dot(n, v), 0.0, 1.0);	

	vec3 color = vec3(0.0);

	// Ambient reflections	
	vec3 reflectionFresnel = Fresnel2(substance,NdotV,orgRoughness);

 	color += textureCube(skybox, r,8.0 - (8.0*(1.0-orgRoughness))).rgb * reflectionFresnel;   	

	// Ambient light
	color += textureCube(skybox, n, 7.0).rgb * albedo * (1.0 - reflectionFresnel);

	for (int i = 0; i < nLightCount; i++) {	
		light[i] = gl_LightSource[i].position.xyz + npos;
		dist[i] = length(light[i]);
		light[i] = light[i] / dist[i];

		// fakes disc like light up close to a star.
		float falloff = 1.0 / (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i]));
		
	
			float NdotL = clamp(dot(n,light[i]),0.0, 1.0);
			
			float intensity = falloff * NdotL;// * clamp(dot(normal, light[i]), 0.0, 1.0);
	
			vec3 L=light[i];
			L = normalize(L);
		
			vec3 VplusL = L + v; 
			vec3 halfVec = normalize(VplusL);
	
			float HdotN = clamp(dot(halfVec,n), 0.0, 1.0);
			vec3 F = Fresnel(substance, L, halfVec);
			float D = clamp(D_GGX(HdotN, orgRoughness), 0.0, 1.0);
			float V = clamp(V_SchlickforGGX((1.0 + orgRoughness) * 0.5, NdotV, NdotL), 0.0, 1.0);
			float O = OrenNayerforDiffuseOnly(orgRoughness, NdotL, NdotV);
	
			color += (D * V * F +  O * albedo + max(vec3(0.0),1.0 - (1.0 + F))) * pi * gl_LightSource[i].diffuse.rgb * intensity;			
		
	}

	float fadeCurve = clamp(1.0 - pow(life, 0.33) + 0.5, 0.0, 1.0) * (1.0 - maskSamp.g);

	gl_FragColor.rgb = color + mix(vec3(0.69, 0.231, 0.027), vec3(1.0, 0.969, 0.6), fadeCurve) * fadeCurve * 6.0;
	gl_FragColor.a = 1.0;
}
