in vec3 f_normal;
in vec2 f_coord;
in vec4 f_pos;

in vec4 f_clip_pos;
in vec4 f_clip_future_pos;

#include <common>

#param (color, 0, 0, 4, diffuse)
#param (diffuse, 1, 0, 1, diffuse)
#param (specular, 1, 1, 1, specular)
#param (reflection, 1, 2, 1, zero)
#param (glossiness, 1, 3, 1, glossiness)

#texture (diffuse, 0, sRGB_A)
uniform sampler2D diffuse;

#texture (specgloss, 1, RGBA)
uniform sampler2D specgloss;

layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif

#include <light_common.glsl>
#include <apply_fog.glsl>
#include <tonemapping.glsl>

void main()
{
	vec4 tex_color = texture(diffuse, f_coord);

	bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
	if(alphatestfail)
		discard;
//	if (tex_color.a < opacity)
//		discard;

	vec3 fragcolor = ambient;
	vec3 fragnormal = normalize(f_normal);
	float reflectivity = param[1].z;
	float specularity = texture(specgloss, f_coord).r;
	glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
	float metalic = texture(specgloss, f_coord).b;
	
	fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
	vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
/*
	float distance = dot(f_pos.xyz, f_pos.xyz);
	     if( distance <= cascade_end.x ) { color.r += 0.25; }
	else if( distance <= cascade_end.y ) { color.g += 0.25; }
	else if( distance <= cascade_end.z ) { color.b += 0.25; }
*/
#if POSTFX_ENABLED
    out_color = color;
#else
    out_color = tonemap(color);
#endif

#if MOTIONBLUR_ENABLED
	{
        vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
        vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
        
        out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult);
	}
#endif
}
