uniform sampler2D DepthTexture;
uniform sampler2D RenderedTexture;//RGB...Should try RGBA ie fog, transparancy
uniform sampler2D LuminanceTexture;
uniform sampler2D RandomTexture; // for method 2
uniform sampler2D DepthMaskTexture; // for method 2

uniform float RenderedTextureWidth;
uniform float RenderedTextureHeight;
uniform float near;
uniform float far;
uniform float realfar;
//uniform float fogE;
//uniform float fogS;
uniform int method;
//OPTIONS TO EXPLORE
uniform int do_noise;
uniform int only_ssao;
uniform int only_depth;
uniform int mix_depth;
uniform int use_mask_depth;
uniform int show_mask_depth;
uniform int negative;
uniform float scale;
uniform int samples;// = 3; //samples on the each ring (3-7)
uniform int rings;// = 3; //ring count (2-8)
uniform float aoCap;// = 1.0;
uniform float aoMultiplier;// = 100.0;
uniform float depthTolerance;// = 0.0000;
uniform float aorange;// = 160.0;//60 units in space the AO effect extends to (this gets divided by the camera far range
//FOG options
uniform int fog;
uniform int use_fog;
uniform float correction;

//need to handle transparancy and depthcuing/fog
#define PI 3.14159265

//method2 TO BE DONE
//uniform float zFar;
//uniform float SampleRad;
//uniform float Intensity;
//uniform float Scale;
//uniform float Bias;
float SampleRad=3.0;
float Intensity=1.0;
float Scale=1.0;
float Bias=0.1;

//varying var for method 1
varying vec2 texCoords; 
varying vec3 vCoords;
varying vec2 vTexCoord;

varying vec4 test;

//varying var for method 2
varying vec3 normal;
//varying vec4 pos;

float textureSize =RenderedTextureWidth; //size of the texture
float texelSize = 1.0 / textureSize; //size of one texel 
float width = RenderedTextureWidth; //texture width
float height = RenderedTextureHeight; //texture height


//int samples = 3; //samples on the each ring (3-7)
//int rings = 3; //ring count (2-8)

float random_size = 64.0; // size of random texture

//vec2 texCoord = gl_TexCoord[0].xy;//st;


vec2 getRandom(in vec2 uv){
	float u = (fract(uv.x * (width/2.0))*0.25);
	float v = (fract(uv.y * (height/2.0))*0.75);
	return vec2(u,v);
	}

vec2 rand(in vec2 coord) {
    //generating random noise 
    float noiseX = (fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453));
    float noiseY = (fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453));
    return vec2(noiseX,noiseY)*0.004;
    }
 
vec4 texture2DBilinear(in sampler2D textureSampler, in vec2 uv ){
    // in vertex shaders you should use texture2DLod instead of texture2D
    vec4 tl = texture2D(textureSampler, uv);
    vec4 tr = texture2D(textureSampler, uv + vec2(texelSize, 0));
    vec4 bl = texture2D(textureSampler, uv + vec2(0, texelSize));
    vec4 br = texture2D(textureSampler, uv + vec2(texelSize , texelSize));
    vec2 f = fract( uv.xy * textureSize ); // get the decimal part
    vec4 tA = mix( tl, tr, f.x ); // will interpolate the red dot in the image
    vec4 tB = mix( bl, br, f.x ); // will interpolate the blue dot in the image
    return mix( tA, tB, f.y ); // will interpolate the green dot in the image
    }


float scaleNearFar(in float val, in float near, in float far){
     float res = 0.0;
     //res = 1.0 / (far + near -val*(far-near));
     //if (val > 1.0){return 1.0;}
     //if (val < 0.0){return 0.0;}
     res = (2.0*near) / (far + near - val* (far-near));
     return res;
}

float readDepth(in vec2 coord){
    //linearisation of depth but already done 
    vec4 val = texture2D(DepthTexture, coord );
    return scaleNearFar(val.x,near,far);//(2.0*near) / (far + near - val.x* (far-near));
    }

float readMaskDepth(in vec2 coord){
    //linearisation of depth but already done 
    vec4 val = texture2D(DepthMaskTexture, coord );
    return scaleNearFar(val.x,near,far);
    }


float compareDepths( in float depth1, in float depth2 ){
    float diff = sqrt(clamp(1.0-(depth1-depth2) / (aorange/(far-near)),0.0,1.0));
    float ao = min(aoCap,max(0.0,depth1-depth2-depthTolerance) * aoMultiplier) * diff;
    return ao;
    }

float computeAO(in vec2 scrCoord){
    float depth = readDepth(scrCoord);
    float d;
    float aspect = RenderedTextureWidth/RenderedTextureHeight;
    vec2 noise = rand(scrCoord);//getRandom(srcCoord);//
    float w;
	float h;
	if (do_noise == 1) {
       w = (1.0 / RenderedTextureWidth)/clamp(depth,0.05,1.0)+(noise.x*(1.0-noise.x))*scale;
       h = (1.0 / RenderedTextureHeight)/clamp(depth,0.05,1.0)+(noise.y*(1.0-noise.y))*scale;
	   }
    else {
       w = (1.0 / RenderedTextureWidth)/clamp(depth,0.05,1.0)+0.001*scale;//+(noise.x*(1.0-noise.x));
       h = (1.0 / RenderedTextureHeight)/clamp(depth,0.05,1.0)+0.001*scale;//+(noise.y*(1.0-noise.y));	
	}    
    float pw;
    float ph;
    
    float ao;
    float s;
    
    int ringsamples;
    for (int i = 1; i <= rings; i += 1){   
        ringsamples = i * samples;   
        for (int j = 0 ; j < ringsamples ; j += 1)   {      
            float step = PI*2.0 / float(ringsamples);      
            pw = (cos(float(j)*step)*float(i));      
            ph = (sin(float(j)*step)*float(i))*aspect;      
            d = readDepth( vec2(scrCoord.s+pw*w,scrCoord.t+ph*h));      
            ao += compareDepths(depth,d);      
            s += 1.0;   
            }
        }
    ao /= s;
    ao = 1.0-ao;
    return ao;
    }

float compareFog( in float depth1, in float depth2 ){
    float diff = sqrt(clamp(1.0-(depth1-depth2) / (1.0/(far-near)),0.0,1.0));
    //float ao = min(aoCap,max(0.0,depth1-depth2-depthTolerance) * aoMultiplier) * diff;
    return diff;
    }


float getfog(in vec2 scrCoord) {
	vec4 val = texture2D(DepthTexture, scrCoord );
	float fogFactor = 1.0;
	float f;
	const float LOG2 = 1.442695;
	float d0 = scaleNearFar(0.,near,realfar);//(2.0 * near) / (realfar + near);
	float d1 = scaleNearFar(1.,near,realfar);//(2.0 * near) / (realfar + near - (realfar-near));
	float d =  scaleNearFar(val.x,near,realfar);//(2.0 * near) / (realfar + near - val.x* (realfar-near));//readDepth(scrCoord);//val.x;//need real far
	vec3 coord = vec3(scrCoord.x,scrCoord.y,val.x);
	float fogc = length(coord); //val.x;//val.x;//length(coord); //distance from the camera ?
	//GL_LINEAR
        //float correction = 6.0;//scaleNearFar(60.0,near,realfar);
	float st = d0 + ((gl_Fog.start + correction) / (realfar-near))*(d1-d0);
	float en = d0 + ((gl_Fog.end + correction) / (realfar-near))*(d1-d0);
	if (d<st) {
	  f = 1.0;//(en-d) /(en-st);//1.0;
	} else if (d>en) {
	  f = 0.0;//was 0.0, avoid overlay of bg color
	} else {
	  f = (en-d) /(en-st);
	}
        if (val.x >= 1.0) {f = 1.0;}
	fogFactor = clamp(f, 0.0, 1.0);
	return fogFactor;
}

vec4 combineAO(in float ao,in vec2 scrCoord){
    vec4 result = vec4(1.0,1.0,1.0,1.0);
	vec3 white = vec3(1.0,1.0,1.0);
    vec3 black = vec3(0.0,0.0,0.0);
    vec3 treshold = vec3(0.2,0.2,0.2);
	float d = 0.;
	float md = 0.;
	float fogf = 0.;
	vec3 luminance = texture2D(LuminanceTexture, scrCoord).rgb;
    luminance = clamp(max(black,luminance-treshold)+max(black,luminance-treshold)+max(black,luminance-treshold),0.0,1.0);
    /*if (fog == 1) {
	   if (use_fog == 1) {
	      fogf = getfog(scrCoord);//0 no fog, 1 fog
		  ao = 1. - ((1. - ao) * fogf);
		  ao = fogf;//clamp(ao, 0.0, 1.0);
		  }
		} */   
	if (use_mask_depth == 1){
	   md = texture2D(DepthMaskTexture, scrCoord ).x;//readMaskDepth(scrCoord);
	   if (d < 1.0) {
	   	   d = texture2D(DepthTexture, scrCoord ).x;
	       if (d == md ){
		       ao = 1.0;//no ao white
			   }
		   }
	   }	
	result = vec4(mix(vec3(ao,ao,ao),luminance,black),1.0);
	if (fog == 1) {
	   if (use_fog == 1) {
	      fogf = getfog(scrCoord); // 1 no fog, 0 fog
		  //result = mix(gl_Fog.color, result, fogf );
	      // we use sin(fogf*PI*.5)) to attenuate the AO slower when we are close to fog start
	      // and faster toward fog end
	      result = vec4(mix(gl_Fog.color.rgb,result.rgb,sin(fogf*PI*.5)),1.0);
		  }
		}
	return result;
    }

float calcAO(in vec2 uv, in vec2 coord, in float depth, in vec3 norm){
	//vec3 diff = texture2D(DepthTexture, uv + coord).xyz - pos;
	float diff = readDepth(uv + coord) - depth;
    //vec3 v = normalize(diff);
	vec3 v = normalize(vec3(diff,diff,diff));
	//float d = diff * Scale;
    float d = length(vec3(diff,diff,diff)) * Scale;
	//return max(0.0, dot(norm, v) - Bias) * (1.0 / (1.0 + d)) * Intensity;
	return max(0.0, dot(norm, v) - Bias) * (1.0 / (1.0 + d)) * Intensity;
    }

/*float computeAONormal(in vec2 uv){
	vec2 rand;
	vec3 n;

	vec2 vec[4];
	vec[0] = vec2(1, 0);
	vec[1] = vec2(-1, 0);
	vec[2] = vec2(0, 1);
	vec[3] = vec2(0, -1);
		
	vec2 randomMap = texture2D(RandomTexture, vec2(64,64) * uv / random_size).xy;
	vec3 normalMap = normal.xyz;
	//vec3 pos = texture2D(DepthTexture, uv).xyz;//depth 
    float depth = readDepth(uv);
	n = normalize(normalMap * 2.0 - 1.0);
	rand = normalize(randomMap * 2.0 - 1.0);
	
	float ao = 0.0;
 	float rad = SampleRad / depth;

	int iterations = int(mix(4.0, 1.0, - depth/far));
	for (int i = 0; i < iterations; ++i) {
		vec2 coord1 = reflect(vec[i], rand) * rad;
		vec2 coord2 = vec2(coord1.x * 0.707 - coord1.y * 0.707, coord1.x * 0.707 + coord1.y * 0.707);
  		
		ao += calcAO(uv, coord1 * 0.25, depth, n);
		ao += calcAO(uv, coord2 * 0.5,depth, n);
		ao += calcAO(uv, coord1 * 0.75, depth, n);
		ao += calcAO(uv, coord2, depth, n);	
	    }
	ao /= float(iterations) * 4.0;
    return ao;
    }
*/


vec4 Posterization(in  vec3  color){
  float gamma = 0.5;
  float numColors = 10.0;
  vec3 c = pow(color, vec3(gamma, gamma, gamma));
  c = c * numColors;

  c = floor(c);

  c = c / numColors;

  c = pow(c, vec3(1.0/gamma));

  return vec4(c, 1.0);

}



void main() {
    vec4 result = vec4(0.0);
	//vec2 coord=(test.xy/test.w+1.0)*0.5;
    vec2 scrCoord = vec2 (1.0 / width, 1.0 / height) * gl_FragCoord.xy;
	vec4 color = texture2D(RenderedTexture, scrCoord);    
    float d = readDepth(scrCoord); 
	float ao;
	float fogf = 0.;
	result = color ;
    
    if (method == 0){
        ao = computeAO(scrCoord);
		ao = clamp(ao,0.0,1.0);
   		if ( ao > 1.0 ) {ao = 1.0 ;}
       	if ( ao < 0.0 ) {ao = 0.0 ;}
        if (d > 1.0 ) {ao = 1.0 ;}
		if (d < 0.0 ) {ao = 0.0 ;}		
        }

	vec4 mixed = combineAO(ao,scrCoord);
	
	if (only_ssao == 1) {
	    result = mixed;
		}
	else {
	    result = vec4(color.rgb*mixed.rgb,1.0);//color.a
	   }
	if (show_mask_depth == 1){
	   float d = readMaskDepth(scrCoord);//texture2D(DepthMaskTexture, scrCoord ).x;//readMaskDepth(scrCoord);
	   result = vec4(d,d,d,1.0);//texture2D(DepthMaskTexture, scrCoord );
	}
	else if ( (only_depth == 1) || (mix_depth == 1) ){
	   float d = readDepth(scrCoord);
           if (negative == 1) {d = 1.0  - d;}
	   result = vec4(d,d,d,1.0);
           if (mix_depth == 1) {
              result = vec4(color.rgb*result.rgb,1.0);
          }
	}

    gl_FragColor = result;//result;//result;
}
