#include "core.h"

#ifdef SH_VERTEX_SHADER

    SH_BEGIN_PROGRAM
    shUniform(float4x4, worldview) @shAutoConstant(worldview, worldview_matrix)
    shUniform(float4x4, proj) @shAutoConstant(proj, projection_matrix)
        shVertexInput(float2, uv0)
        shOutput(float2, UV)
        shOutput(float, alphaFade)

    SH_START_PROGRAM
    {
        float4x4 worldviewFixed = worldview;

#if !SH_GLSL && !SH_GLSLES
        worldviewFixed[0][3] = 0.0;
        worldviewFixed[1][3] = 0.0;
        worldviewFixed[2][3] = 0.0;
#else
        worldviewFixed[3][0] = 0.0;
        worldviewFixed[3][1] = 0.0;
        worldviewFixed[3][2] = 0.0;
#endif

        shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
        UV = uv0;
            alphaFade = (shInputPosition.z <= 200.0) ? ((shInputPosition.z <= 100.0) ? 0.0 : 0.25) : 1.0;
    }

#else

    SH_BEGIN_PROGRAM
		shInput(float2, UV)
                shInput(float, alphaFade)
        
        shSampler2D(diffuseMap1)
        shSampler2D(diffuseMap2)
        
        shUniform(float, cloudBlendFactor)                    @shSharedParameter(cloudBlendFactor)
        shUniform(float, cloudAnimationTimer)                 @shSharedParameter(cloudAnimationTimer)
        shUniform(float, cloudOpacity)                        @shSharedParameter(cloudOpacity)
        shUniform(float3, cloudColour)                        @shSharedParameter(cloudColour)
        
    SH_START_PROGRAM
    {
        // Scroll in y direction
        float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003; 
        
        float4 albedo = shSample(diffuseMap1, scrolledUV) * (1.0-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
        
        shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade);
    }

#endif