#version 120

#define REFRACTION @refraction_enabled

// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )

// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --

const float VISIBILITY = 2.5;

const float BIG_WAVES_X = 0.1; // strength of big waves
const float BIG_WAVES_Y = 0.1;

const float MID_WAVES_X = 0.1; // strength of middle sized waves
const float MID_WAVES_Y = 0.1;

const float SMALL_WAVES_X = 0.1; // strength of small waves
const float SMALL_WAVES_Y = 0.1;

const float WAVE_CHOPPYNESS = 0.05;                // wave choppyness
const float WAVE_SCALE = 75.0;                     // overall wave scale

const float BUMP = 0.5;                            // overall water surface bumpiness
const float REFL_BUMP = 0.10;                      // reflection distortion amount
const float REFR_BUMP = 0.07;                      // refraction distortion amount

const float SCATTER_AMOUNT = 0.3;                  // amount of sunlight scattering
const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95);    // colour of sunlight scattering

const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68);       //sunlight extinction

const float SPEC_HARDNESS = 256.0;                 // specular highlights hardness

const float BUMP_SUPPRESS_DEPTH = 0.3;             // at what water depth bumpmap will be supressed for reflections and refractions (prevents artifacts at shores)

const vec2 WIND_DIR = vec2(0.5f, -0.8f);
const float WIND_SPEED = 0.2f;

const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745);

// ---------------- rain ripples related stuff ---------------------

const float RAIN_RIPPLE_GAPS = 5.0;
const float RAIN_RIPPLE_RADIUS = 0.1;

int modulo(int v1, int v2)
{
  return v1 - v2 * int(floor(float(v1) / float(v2)));
}

vec2 randOffset(vec2 c)
{
  return fract(vec2(
          c.x * c.y / 8.0 + c.y * 0.3 + c.x * 0.2,
          c.x * c.y / 14.0 + c.y * 0.5 + c.x * 0.7));
}

float randPhase(vec2 c)
{
  return fract((c.x * c.y) /  (c.x + c.y + 0.1));
}

vec4 circle(vec2 coords, vec2 i_part, float phase)
{
  vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part) - 1.0);
  vec2 toCenter = coords - center;
  float d = length(toCenter);

  float r = RAIN_RIPPLE_RADIUS * phase;
        
  if (d > r)
    return vec4(0.0,0.0,1.0,0.0);
        
  float sinValue = (sin(d / r * 1.2) + 0.7) / 2.0;

  float height = (1.0 - abs(phase)) * pow(sinValue,3.0);

  vec3 normal = normalize(mix(vec3(0.0,0.0,1.0),vec3(normalize(toCenter),0.0),height));
        
  return vec4(normal,height);
}

vec4 rain(vec2 uv, float time)
{
  vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS);
  vec2 f_part = fract(uv * RAIN_RIPPLE_GAPS);
  return circle(f_part,i_part,fract(time * 1.2 + randPhase(i_part)));
}

vec4 rainCombined(vec2 uv, float time)     // returns ripple normal in xyz and ripple height in w
{
  return
    rain(uv,time) +
    rain(uv + vec2(10.5,5.7),time) +
    rain(uv * 0.75 + vec2(3.7,18.9),time) +
    rain(uv * 0.9 + vec2(5.7,30.1),time) +   
    rain(uv * 0.8 + vec2(1.2,3.0),time);
}

// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -

float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
  {
    float c = abs(dot(Incoming, Normal));
    float g = eta * eta - 1.0 + c * c;
    float result;

    if(g > 0.0) {
        g = sqrt(g);
        float A =(g - c)/(g + c);
        float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
        result = 0.5 * A * A *(1.0 + B * B);
    }
    else
        result = 1.0;  /* TIR (no refracted component) */

    return result;
  }

vec2 normalCoords(vec2 uv, float scale, float speed, float time, float timer1, float timer2, vec3 previousNormal)
  {
    return uv * (WAVE_SCALE * scale) + WIND_DIR * time * (WIND_SPEED * speed) -(previousNormal.xy/previousNormal.zz) * WAVE_CHOPPYNESS + vec2(time * timer1,time * timer2);
  } 

varying vec3 screenCoordsPassthrough;
varying vec4 position;
varying float depthPassthrough;

uniform sampler2D normalMap;

uniform sampler2D reflectionMap;
#if REFRACTION
uniform sampler2D refractionMap;
uniform sampler2D refractionDepthMap;
#endif
                
uniform float osg_SimulationTime;

uniform float near;
uniform float far;
uniform vec3 nodePosition;

uniform float rainIntensity;

float frustumDepth;

float linearizeDepth(float depth)  // takes <0,1> non-linear depth value and returns <0,1> linearized value
  {
    float z_n = 2.0 * depth - 1.0;
    depth = 2.0 * near * far / (far + near - z_n * frustumDepth);
    return depth / frustumDepth;
  }

void main(void)
{
    frustumDepth = abs(far - near);
    vec3 worldPos = position.xyz + nodePosition.xyz;
    vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
    UV.y *= -1.0;

    float shadow = 1.0;

    vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
    screenCoords.y = (1.0-screenCoords.y);

    vec2 nCoord = vec2(0.0,0.0);

    #define waterTimer osg_SimulationTime

    vec3 normal0 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.05, 0.04, waterTimer, -0.015, -0.005, vec3(0.0,0.0,0.0))).rgb - 1.0; 
    vec3 normal1 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.1,  0.08, waterTimer,  0.02,   0.015, normal0)).rgb - 1.0;
    vec3 normal2 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.25, 0.07, waterTimer, -0.04,  -0.03,  normal1)).rgb - 1.0;
    vec3 normal3 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.5,  0.09, waterTimer,  0.03,   0.04,  normal2)).rgb - 1.0;
    vec3 normal4 = 2.0 * texture2D(normalMap,normalCoords(UV, 1.0,  0.4,  waterTimer, -0.02,   0.1,   normal3)).rgb - 1.0;
    vec3 normal5 = 2.0 * texture2D(normalMap,normalCoords(UV, 2.0,  0.7,  waterTimer,  0.1,   -0.06,  normal4)).rgb - 1.0;

    vec4 rainRipple;

    if (rainIntensity > 0.01)
      rainRipple = rainCombined(position.xy / 1000.0,waterTimer) * clamp(rainIntensity,0.0,1.0);
    else
      rainRipple = vec4(0.0,0.0,0.0,0.0);
 
    vec3 rippleAdd = rainRipple.xyz * rainRipple.w * 10.0;

    vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
			normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
			normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y +
                        rippleAdd);

    normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z));

    normal = vec3(-normal.x, -normal.y, normal.z);

    // normal for sunlight scattering
    vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
		normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
		normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1 +
                rippleAdd).xyz;

    lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
    lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);

    vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(gl_LightSource[0].position.xyz, 0.0)).xyz);

    vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
    vec3 vVec = normalize(position.xyz - cameraPos.xyz);

    float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;

    // sunlight scattering
    vec3 pNormal = vec3(0,0,1);
    vec3 lR = reflect(lVec, lNormal);
    vec3 llR = reflect(lVec, pNormal);

    float sunHeight = lVec.z;
    float sunFade = length(gl_LightModel.ambient.xyz);

    float s = clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0);
    float lightScatter = shadow * clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * s * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0);
    vec3 scatterColour = mix(vec3(SCATTER_COLOUR)*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0));

    // fresnel
    float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); // air to water; water to air
    float fresnel = fresnel_dielectric(vVec, normal, ior);

    fresnel = clamp(fresnel, 0.0, 1.0);

#if REFRACTION
    float normalization = frustumDepth / 1000;
    float depthSample = linearizeDepth(texture2D(refractionDepthMap,screenCoords).x) * normalization;
    float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-(normal.xy*REFR_BUMP)).x) * normalization;
    float surfaceDepth = linearizeDepth(gl_FragCoord.z) * normalization;
    float realWaterDepth = depthSample - surfaceDepth;  // undistorted water depth in view direction, independent of frustum 
    float shore = clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
#else
    float shore = 1.0;
#endif
    vec2 screenCoordsOffset = normal.xy * REFL_BUMP * shore;

    // reflection
    vec3 reflection = texture2D(reflectionMap, screenCoords + screenCoordsOffset).rgb;

    // refraction
#if REFRACTION
    vec3 refraction = texture2D(refractionMap, screenCoords - screenCoordsOffset).rgb;

    // brighten up the refraction underwater
    refraction = (cameraPos.z < 0.0) ? clamp(refraction * 1.5, 0.0, 1.0) : refraction;
#endif
    // specular
    vec3 R = reflect(vVec, normal);
    float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;

    vec3 waterColor = WATER_COLOR;
    waterColor = waterColor * length(gl_LightModel.ambient.xyz);

#if REFRACTION
    if (cameraPos.z > 0.0)
        refraction = mix(refraction, waterColor, clamp(depthSampleDistorted/VISIBILITY, 0.0, 1.0));

    gl_FragData[0].xyz = mix( mix(refraction,  scatterColour,  lightScatter),  reflection,  fresnel) + specular * gl_LightSource[0].specular.xyz;
#else
    gl_FragData[0].xyz = mix(reflection,  waterColor,  (1.0-fresnel)*0.5) + specular * gl_LightSource[0].specular.xyz;
#endif
    // fog
    float fogValue = clamp((depthPassthrough - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
    gl_FragData[0].xyz = mix(gl_FragData[0].xyz,  gl_Fog.color.xyz,  fogValue);

#if REFRACTION
    gl_FragData[0].xyz += vec3(rainRipple.w) * 0.2;
#else
    gl_FragData[0].xyz += vec3(rainRipple.w) * 0.7;
#endif

#if REFRACTION
    gl_FragData[0].w = 1.0;
#else
    gl_FragData[0].w = clamp(fresnel*6.0 + specular, 0.0, 1.0);     //clamp(fresnel*2.0 + specular, 0.0, 1.0);
#endif
}
