<?xml version="1.0" encoding="utf-8"?>

<CustomShader version = "3">
    <Parameters>
        <Parameter name = "RDT"           target = "RDT"           type = "float4"  defaultValue = "1.0 1.0 20.0 20.0"   minValue = "0.0 0.0 0.0 0.0"          maxValue = "1.0 1.0 50.0 50.0"/>
        <Parameter name = "offsetUV"      target = "offsetUV"      type = "float4"  defaultValue = "0 0 0 0"             minValue = "-10.0 -10.0 -10.0 -10.0"  maxValue = "10.0 10.0 10.0 10.0"/>
        <Parameter name = "uvCenterSize"  target = "uvCenterSize"  type = "float4"  defaultValue = "0.5 0.5 1.0 1.0"     minValue = "-1.0 -1.0 0.0 0.0"        maxValue = "1.0 1.0 50.0 50.0"/>
        <Parameter name = "colorScale"    target = "colorScale"    type = "float4"  defaultValue = "0.8 0.55 0.055 1.0"  minValue = "0.0 0.0 0.0 0.0"          maxValue = "1.0 1.0 1.0 1.0"/>
    </Parameters>
    <Textures>
        <Texture name = "DirtNmap" defaultColorProfile = "linearRGB" defaultFilename = "dirt_normal.png"/>
    </Textures>
    <Variations>
        <Variation name = "uvScroll">
<![CDATA[
    #define UV_SCROLL       // Enables UV scrolling 
]]>
        </Variation>
        <Variation name = "uvRotate">
<![CDATA[
    #define UV_ROTATE       // Enables UV rotation 
]]>
        </Variation>
        <Variation name = "Decal">
<![CDATA[
    #define DECAL_RENDER    // Enables 2nd UV set for specular 
]]>
        </Variation>
        <Variation name = "Window">
<![CDATA[
    #define WINDOW          // should be used with akphaBlended material
]]>
        </Variation>
        <Variation name = "colorMask">
<![CDATA[
    #define COLOR_MASK      // Enables colorPainting by mask from glossMap.a
]]>
        </Variation>
    </Variations>
    <LodLevel startDistance = "0">
        <CodeInjections>
            <CodeInjection position = "MATERIALINFO">
<![CDATA[
    /*
    R - NOT USED YET
    D - Dirt Amount
    T - Dirt Texture Tile
    */
    uniform float4 RDT;

#if defined( UV_SCROLL ) || defined( UV_ROTATE )
    uniform float4 offsetUV;
#endif
#if defined( UV_ROTATE )
    uniform float4 uvCenterSize;
#endif
#if defined( COLOR_MASK )
    uniform float4 colorScale;
#endif
]]>
            </CodeInjection>
            <CodeInjection position = "SAMPLERS">
<![CDATA[
sampler2D DirtNmap;
]]>
            </CodeInjection>
            <CodeInjection position = "FS_GLOBALS">
<![CDATA[
    float4 gGloss;
    float  gAO;
    float  gDirt;
    float  maxSpecularIntensity;
]]>
            </CodeInjection>
            <CodeInjection position = "CONFIG_DEFINES">
<![CDATA[
#if GPU_PROFILE < GPU_PROFILE_MEDIUM
    #if defined( REFLECTION_MAP_CUBE )
        #undef REFLECTION_MAP_CUBE
    #endif
#endif

#if defined( DECAL_RENDER )
    // Remap gloss map lookups to our custom tex coord
    #define GLOSSMAP_TEXCOORD glossMapTexCoords2
#endif
]]>
            </CodeInjection>
            <CodeInjection position="VS_OUTPUT">
<![CDATA[
#if defined( DECAL_RENDER )
float2 glossMapTexCoords2 : TEXCOORDn;
#endif
]]>
            </CodeInjection>
            <CodeInjection position="SAMPLERS">
<![CDATA[
#if defined( UV_ROTATE )
float2 m_getUVRotationSinCos( )
{
    float mTime = offsetUV.z;
    float2 mSinCos; 
    // compute sin and cos for this angle 
    sincos( mTime, mSinCos.x, mSinCos.y ); 
    return mSinCos;
}
#endif
]]>
            </CodeInjection>
            <CodeInjection position="POST_SET_TEXCOORDS_VS">
<![CDATA[
#if defined( DECAL_RENDER )
    // Pass second UVSet to the Pixel Shader 
    Out.glossMapTexCoords2 = convertDefaultTexCoords(In, In.texCoords1.xy);
#endif
#if defined( UV_ROTATE ) && defined( ALBEDO_MAP )
    float2 mOutgoingUV = getDefaultTexCoords(In);
    mOutgoingUV *= uvCenterSize.zw;
    float2 mRotationCenter = uvCenterSize.xy;
    mRotationCenter *= uvCenterSize.zw;
    float2 mSinCos = m_getUVRotationSinCos();
    // move the rotation center to the origin 
    float2 mTmpUV = mOutgoingUV - mRotationCenter; 
    // rotate the uv 
    mOutgoingUV.x = dot( mTmpUV, float2( mSinCos.y, - mSinCos.x ) ); 
    mOutgoingUV.y = dot( mTmpUV, mSinCos.xy );
    // move the uv's back to the correct place 
    mOutgoingUV += mRotationCenter;
    mOutgoingUV /= uvCenterSize.zw;
    Out.defaultTexCoords = mOutgoingUV;
#endif
#if defined( UV_SCROLL ) && defined( ALBEDO_MAP )
    float2 mUV = getDefaultTexCoords(In);
    mUV.xy += offsetUV.xy;
    Out.defaultTexCoords = mUV;
#endif
]]>
            </CodeInjection>
            <CodeInjection position="GET_TANGENT_VS">
<![CDATA[
#if defined( UV_ROTATE ) && defined( ALBEDO_MAP )
    float2 mSinCos = m_getUVRotationSinCos();
    
    float3 b = cross(In.normal.xyz, In.tangent.xyz)*In.tangent.w;
    float3 t = In.tangent.xyz;

    // Rotate tangent in oposite direction than uvs to compensate changed tangent space
    return float3(
        t.x*mSinCos.y - b.x*mSinCos.x,
        t.y*mSinCos.y - b.y*mSinCos.x,
        t.z*mSinCos.y - b.z*mSinCos.x);
#endif
]]>
            </CodeInjection>
            <CodeInjection position="GET_BITANGENT_VS">
<![CDATA[
#if defined( UV_ROTATE ) && defined( ALBEDO_MAP )
    return cross(In.normal.xyz, getTangent(In))*In.tangent.w;
#endif
]]>
            </CodeInjection>
            <CodeInjection position = "START_FS">
<![CDATA[
 #if defined( GLOSS_MAP )
 /*
 glossMap.r - roughness
 glossMap.g - ambient occlusion
 glossMap.b - dirt mask
 glossMap.a - color mask ( if enabled )
 */
    globals.gGloss = tex2D( glossMap, In.vs.GLOSSMAP_TEXCOORD).rgba;
    globals.gAO    = globals.gGloss.g;
    float texDirt  = 1 - globals.gGloss.b;
    globals.gDirt  = saturate( (texDirt*1.05 - (RDT.g - 0.5)) * 2 );
 #endif
    globals.maxSpecularIntensity = 0.5; // iron
]]>
            </CodeInjection>
            <CodeInjection position = "GET_NORMAL_FS">
<![CDATA[
 #if defined( NORMAL_MAP )
    float3 mNormal   = tex2D( normalMap, In.vs.NORMALMAP_TEXCOORD ).xyz * 2.0 - 1.0;
    float3 mDirtNmap = tex2D( DirtNmap, float2( RDT.z, RDT.w ) * In.vs.NORMALMAP_TEXCOORD ).xyz * 2.0 - 1.0;
    return normalize( mNormal + float3(mDirtNmap.xy, 0.0) * (1 - globals.gDirt) );
 #endif
]]>
            </CodeInjection>
            <CodeInjection position = "POST_ALBEDO_FS">
<![CDATA[
#if defined( SPECULAR ) && defined( GLOSS_MAP )
    #if defined( COLOR_MASK )
        albedo.xyz = lerp( albedo.rgb, albedo.rgb * colorScale.rgb, globals.gGloss.a );
    #endif
    #if defined( WINDOW )
        albedo.xyz += clamp( 0.65 *( 1-globals.gDirt ), 0.0, 1.0 );
    #else
        float3 mDirtColor = float3( 0.21, 0.1443, 0.0650 ); // HardCoded Dirt Color
        albedo.xyz = lerp( mDirtColor, albedo.xyz, globals.gDirt); // DirtColor lerp
    #endif
    albedo.xyz *= globals.gAO; // Multiply AO for DIFFUSE
#endif
]]>
            </CodeInjection>
            <CodeInjection position = "POST_GLOSS_COLOR_FS">
<![CDATA[
#if defined( SPECULAR ) && defined( GLOSS_MAP )
    specularCosPower = max(cCosPower * globals.gGloss.r * globals.gDirt, 0.1);
    glossColor.xyz = (float3)(globals.gGloss.r*globals.gDirt);
    glossColor.xyz *= globals.maxSpecularIntensity*globals.gAO; // Multiply AO for SPECULAR
    reflectionGlossColor = glossColor;
#endif
]]>
            </CodeInjection>
            <CodeInjection position = "GET_REFLECTION_COLOR_FS">
<![CDATA[
#if GPU_PROFILE >= GPU_PROFILE_MEDIUM
    #if defined( REFLECTION_MAP_2D ) || defined( REFLECTION_MAP_CUBE )
        float3 mResult = getReflectionColorTex( In, globals, normal, viewDir );
        #if defined( WINDOW )
            mResult *= getFresnel( facing, cReflectionCoeff , 1.0 );
        #else
            mResult *= globals.maxSpecularIntensity;
            #if defined( REFLECTION_MAP_CUBE )
                float3 mTintColorTop    = float3( 0.217, 0.612, 1.00 ); // hard-coded blue tint color
                float3 mTintColorBottom = float3( 0.058, 0.040, 0.03 ); // hard-coded ground tint color
                // cReflectionCoeff == refractiveIndex - comes from xml file
                // if 1 - fresnel default
                // if 0 - fresnel more visible
                float mFresnelBias = cReflectionCoeff;
                float mWorldNormalY = normal.y;
                #if !defined(_NO_TANGENTSPACE)
                    mWorldNormalY = In.vs.worldNormal.y;
                #endif
                mResult += lerp( mTintColorBottom, mTintColorTop , clamp(mWorldNormalY, 0.0, 1.0 ) ) * getFresnel( facing, mFresnelBias , 4.0 );
            #endif
        #endif
    #if defined( GLOSS_MAP )
        float mReflectionIntensityMap = 1.0;
        float mDirt = 0.0;
        #if defined( WINDOW )
            mReflectionIntensityMap = 1.0;
            mDirt = globals.gDirt;
        #else
            mReflectionIntensityMap = globals.gGloss.r;
            mDirt = globals.gDirt * ( 1 - clamp( RDT.g, 0.0, 0.9 ) );
        #endif
        mReflectionIntensityMap *= mDirt;
        mResult *= mReflectionIntensityMap;
        mResult *= globals.gAO; // Multiply AO for REFLECTION
    #endif
        float envScale = 0.2;
        #if ( NUM_DIRECTIONAL_LIGHTS > 0 )
            float3 reflDir =  reflect(-viewDir.xyz, normal.xyz);
            float directionalEnvMapBias = 0.5; // Fresnel Visisbility in Shadowed Area
            mResult *= dot(normalize(reflDir), getLightVector(In, globals, 0)) * ( 1 - directionalEnvMapBias ) + directionalEnvMapBias;
            envScale = diffuseColors[0].y;
        #endif
        mResult *= envScale;
        mResult += oColor.xyz;  // ADD previously calculated diffuse and specular
        res = mResult;
    #endif
#endif
]]>
            </CodeInjection>
            <CodeInjection position="FINAL_POS_FS">
<![CDATA[
#if defined( ALPHA_BLENDED )
    #if defined( WINDOW )
        oColor.a += clamp( 0.65*(1-globals.gDirt), 0.0, 1.0 );
    #endif
#endif
]]>
            </CodeInjection>
        </CodeInjections>
    </LodLevel>
</CustomShader>