/** 
 * @file fullbrightShinyF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2007, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */
 
/*[EXTRA_CODE_HERE]*/

out vec4 frag_color;

#ifndef HAS_DIFFUSE_LOOKUP
uniform sampler2D diffuseMap;
#endif


in vec4 vertex_color;
in vec2 vary_texcoord0;
in vec3 vary_texcoord1;
in vec3 vary_position;

uniform samplerCube environmentMap;

vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);

vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);

// reflection probe interface
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
        vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);

void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);

void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
	vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
	vec4 color = texture(diffuseMap, vary_texcoord0.xy);
#endif
	
	color.rgb *= vertex_color.rgb;

	// SL-9632 HUDs are affected by Atmosphere
#ifndef IS_HUD
	
    vec3 sunlit;
    vec3 amblit;
    vec3 additive;
    vec3 atten;
    vec3 pos = vary_position;
    calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);

    float env_intensity = vertex_color.a;

    vec3 ambenv;
    vec3 glossenv;
    vec3 legacyenv;
    vec3 norm = normalize(vary_texcoord1.xyz);
    vec4 spec = vec4(0,0,0,0);
    sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity, false, amblit);

    color.rgb = srgb_to_linear(color.rgb);

    applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
    color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif

	color.a = 1.0;

	frag_color = max(color, vec4(0));
}

