/* <copyright>
Copyright (c) 2012, Motorola Mobility, Inc
All Rights Reserved.
BSD License.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

  - Redistributions of source code must retain the above copyright notice,
    this list of conditions and the following disclaimer.
  - Redistributions in binary form must reproduce the above copyright
    notice, this list of conditions and the following disclaimer in the
    documentation and/or other materials provided with the distribution.
  - Neither the name of Motorola Mobility nor the names of its contributors
    may be used to endorse or promote products derived from this software
    without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
</copyright> */

// defines
#if defined( GL_ES )
	precision highp float;
#endif

uniform mat4 u_viewMatrix;

#if defined( MATERIAL )
	uniform vec4		u_ambientColor;
	uniform vec4		u_diffuseColor;
	uniform vec4		u_specularColor;
	uniform float		u_specularPower;
#endif

#if defined( LIGHTING )
	varying vec3 v_normal;
	#if defined( LIGHT_0 )
//		uniform int		u_light0Type;
		uniform vec3	u_light0Pos;
		uniform vec3	u_light0Dir;
		uniform vec3	u_light0Atten;
		uniform vec2	u_light0Spot;
		uniform vec4	u_light0Color;
		uniform vec4	u_light0Specular;		
		varying vec3	v_light0Dir;
		varying vec3	v_light0SpotDir;		
	#endif

	#if defined( LIGHT_1 )
//		uniform int		u_light1Type;
		uniform vec3	u_light1Pos;
		uniform vec3	u_light1Dir;
		uniform vec3	u_light1Atten;
		uniform vec2	u_light1Spot;
		uniform vec4	u_light1Color;
		uniform vec4	u_light1Specular;		
		varying vec3	v_light1Dir;
		varying vec3	v_light1SpotDir;		
	#endif

	#if defined( LIGHT_2 )
//		uniform int		u_light2Type;
		uniform vec3	u_light2Pos;
		uniform vec3	u_light2Dir;
		uniform vec3	u_light2Atten;
		uniform vec2	u_light2Spot;
		uniform vec4	u_light2Color;
		uniform vec4	u_light2Specular;		
		varying vec3	v_light2Dir;
		varying vec3	v_light2SpotDir;		
	#endif

	#if defined( LIGHT_3 )
//		uniform int		u_light3Type;
		uniform vec3	u_light3Pos;
		uniform vec3	u_light3Dir;
		uniform vec3	u_light3Atten;
		uniform vec2	u_light3Spot;
		uniform vec4	u_light3Color;
		uniform vec4	u_light3Specular;		
		varying vec3	v_light3Dir;
		varying vec3	v_light3SpotDir;		
	#endif
#endif

#if defined( ENVIRONMENT_MAP )
	uniform float	u_envReflection;
#endif

uniform vec3 u_eye;

uniform sampler2D	s_diffuseMap;
uniform sampler2D	s_normalMap;
uniform sampler2D	s_envMap;
uniform sampler2D	s_specMap;

varying vec3 v_mvPos;
varying vec3 v_eyeDir;
varying vec2 v_texcoord;

void main() {
	// these are the four principle color elements making up the final fragment equation.
	vec4 a = vec4(0.0,0.0,0.0,0.0); // ambient contribution
	vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution
	vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution
	vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution
	
#if defined( MATERIAL )
	a += u_ambientColor;
	d += u_diffuseColor;
#endif

#if defined( DIFFUSE_MAP )
	d *= texture2D(s_diffuseMap, v_texcoord);
#endif

#if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) )  
	vec3 normal = normalize( v_normal );
#endif
	
#if defined( LIGHTING )
	#if defined( NORMAL_MAP )
		vec4 normalMap = texture2D(s_normalMap, v_texcoord);
		normalMap = vec4( (normalMap.xyz * 2.0 - 1.0), 0.0 );
		normal = normalize(normalMap.x*vec3(normal.z, 0.0, normal.x) + vec3(0.0, normalMap.y, 0.0) + normalMap.z*normal);
	#endif // NORMAL_MAP

	#if defined( LIGHT_0 )
		{		
			// diffuse lighting
			float ldist = length( v_light0Dir.xyz );
			vec3 ldir = v_light0Dir.xyz / ldist;
								
			float atten = 1.0;
			
			#if ( LIGHT_0 > 0 )
				atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) );
				#if (LIGHT_0 == 2)
					float spotAngle = dot( ldir, normalize( v_light0SpotDir ) );
					float spotAtten = 0.0;
					if ( spotAngle > u_light0Spot.y ) {
						spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) );   
					}			
					atten *= spotAtten;		
				#endif
			#endif
				
			float ndotl = max( 0.0, dot( normal, ldir ) );
			l += ndotl * atten * u_light0Color;

			#if defined( LIGHT_0_SPECULAR )
				// specular contribution
				vec3 halfAngleVec = normalize( normalize( v_light0Dir.xyz ) + vec3(0.0,0.0,1.0) );
				float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
				s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light0Specular);
			#endif
		}
	#endif // LIGHT_0
	
	#if defined( LIGHT_1 )
		{		
			// diffuse lighting
			float ldist = length( v_light1Dir.xyz );
			vec3 ldir = v_light1Dir.xyz / ldist;
								
			float atten = 1.0;
			
			#if ( LIGHT_1 > 0 )
				atten = 1.0 / ( u_light1Atten.x + u_light1Atten.y * ldist + u_light1Atten.z * ( ldist * ldist ) );
				#if (LIGHT_1 == 2)
					float spotAngle = dot( ldir, normalize( v_light1SpotDir ) );
					float spotAtten = 0.0;
					if ( spotAngle > u_light1Spot.y ) {
						spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) );   
					}			
					atten *= spotAtten;		
				#endif
			#endif
				
			float ndotl = max( 0.0, dot( normal, ldir ) );
			l += ndotl * atten * u_light1Color;

			#if defined( LIGHT_1_SPECULAR )
				// specular contribution
				vec3 halfAngleVec = normalize( normalize( v_light1Dir.xyz ) + vec3(0.0,0.0,1.0) );
				float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
				s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light1Specular);
			#endif
		}
	#endif // LIGHT_1
			
	#if defined( LIGHT_2 )
		{		
			// diffuse lighting
			float ldist = length( v_light2Dir.xyz );
			vec3 ldir = v_light2Dir.xyz / ldist;
								
			float atten = 1.0;
			
			#if ( LIGHT_2 > 0 )
				atten = 1.0 / ( u_light2Atten.x + u_light2Atten.y * ldist + u_light2Atten.z * ( ldist * ldist ) );
				#if (LIGHT_2 == 2)
					float spotAngle = dot( ldir, normalize( v_light2SpotDir ) );
					float spotAtten = 0.0;
					if ( spotAngle > u_light2Spot.y ) {
						spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) );   
					}			
					atten *= spotAtten;		
				#endif
			#endif
				
			float ndotl = max( 0.0, dot( normal, ldir ) );
			l += ndotl * atten * u_light2Color;

			#if defined( LIGHT_2_SPECULAR )
				// specular contribution
				vec3 halfAngleVec = normalize( normalize( v_light2Dir.xyz ) + vec3(0.0,0.0,1.0) );
				float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
				s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light2Specular);
			#endif
		}		
	#endif // LIGHT_2	
	
	#if defined( LIGHT_3 )
		{		
			// diffuse lighting
			float ldist = length( v_light3Dir.xyz );
			vec3 ldir = v_light3Dir.xyz / ldist;
								
			float atten = 1.0;
			
			#if ( LIGHT_3 > 0 )
				atten = 1.0 / ( u_light3Atten.x + u_light3Atten.y * ldist + u_light3Atten.z * ( ldist * ldist ) );
				#if (LIGHT_3 == 2)
					float spotAngle = dot( ldir, normalize( v_light3SpotDir ) );
					float spotAtten = 0.0;
					if ( spotAngle > u_light3Spot.y ) {
						spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light3Spot.y ) / ( u_light3Spot.x - u_light3Spot.y ) ) );   
					}			
					atten *= spotAtten;		
				#endif
			#endif
				
			float ndotl = max( 0.0, dot( normal, ldir ) );
			l += ndotl * atten * u_light3Color;

			#if defined( LIGHT_3_SPECULAR )
				// specular contribution
				vec3 halfAngleVec = normalize( normalize( v_light3Dir.xyz ) + vec3(0.0,0.0,1.0) );
				float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
				s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light3Specular);
			#endif
		}		
	#endif // LIGHT_3		
#endif // LIGHTING

#if defined( SPECULAR ) && defined( SPECULAR_MAP )
	vec4 specMapColor = texture2D(s_specMap, v_texcoord);
	s *= specMapColor;
#endif

#if defined( ENVIRONMENT_MAP )
	vec3 r = reflect( normalize( vec3(0.0,0.0,1.0) ), normal );
	float m = 2.0 * length(r);	
	vec4 envMapColor = texture2D(s_envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)) * u_envReflection;
	
	#if defined( GLOSS_MAP )
		// this is an option to modulate the alpha channel of the specular map with the environment 
		// map (i.e. - gloss mapping). 
		envMapColor *= specMapColor.a;
	#endif
	
	s += envMapColor;
#endif

  gl_FragColor = ( a + l ) * d + s;
}