// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in
// LICENSE-shaders
//

///////////////////////////////////////////////////////
/// BUMP SPOTLIGHTING FRAGMENT PROGRAM /////////////
///////////////////////////////////////////////////////

in vec4 vLightColor;
in vec2 vUv;
in vec3 vLightDir;
in vec4 vSpotlightUv;

OUTPUT

uniform sampler2D tex0; //diffuseMap
uniform sampler2D tex1; //normalMap
uniform samplerCube tex2; //normalCubeMap
uniform sampler1D tex3; //falloffMap
uniform sampler2D tex4; //spotlightMap
uniform sampler1D tex5; //spotNegRejectMap

void main() {
  vec3 diffuse = texture(tex0, vUv).xyz;

  vec3 bumpVec = (2 * texture(tex1, vUv) - 1).xyz;
  vec3 lightVec = (2.0 * textureCube(tex2, vLightDir) - 1.0).xyz;

  float attenuation = texture1D(tex3, dot(vLightDir, vLightDir)).x;
  vec3 spotColor =
      texture(tex4, vSpotlightUv.xy / vSpotlightUv.w).xyz;
  float rejectNeg = texture1D(tex5, vSpotlightUv.z + 0.5).x;
  outColor.xyz = diffuse * dot(lightVec, bumpVec) * attenuation *
                 vLightColor.xyz * spotColor * rejectNeg;
}
