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#version 330

uniform vec3 SHCoeffs[9];
uniform uint analytic;

uniform uint hasNormalMap;
uniform uint hasAlbedoMap;

uniform sampler2D AlbedoMap;
uniform sampler2D NormalMap;

in VertexData {
    vec3 Position;
    vec3 ModelNormal;
    vec3 CameraNormal;
    vec2 Texcoord;
    vec3 Tangent;
    vec3 Bitangent;
    vec3 PRT1;
    vec3 PRT2;
    vec3 PRT3;
} VertexIn;

layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 FragPosition;
layout (location = 2) out vec4 FragNormal;

vec4 gammaCorrection(vec4 vec, float g)
{
    return vec4(pow(vec.x, 1.0/g), pow(vec.y, 1.0/g), pow(vec.z, 1.0/g), vec.w);
}

vec3 gammaCorrection(vec3 vec, float g)
{
    return vec3(pow(vec.x, 1.0/g), pow(vec.y, 1.0/g), pow(vec.z, 1.0/g));
}

void evaluateH(vec3 n, out float H[9])
{
    float c1 = 0.429043, c2 = 0.511664,
        c3 = 0.743125, c4 = 0.886227, c5 = 0.247708;

    H[0] = c4;
    H[1] = 2.0 * c2 * n[1];
    H[2] = 2.0 * c2 * n[2];
    H[3] = 2.0 * c2 * n[0];
    H[4] = 2.0 * c1 * n[0] * n[1];
    H[5] = 2.0 * c1 * n[1] * n[2];
    H[6] = c3 * n[2] * n[2] - c5;
    H[7] = 2.0 * c1 * n[2] * n[0];
    H[8] = c1 * (n[0] * n[0] - n[1] * n[1]);
}

vec3 evaluateLightingModel(vec3 normal)
{
    float H[9];
    evaluateH(normal, H);
    vec3 res = vec3(0.0);
    for (int i = 0; i < 9; i++) {
        res += H[i] * SHCoeffs[i];
    }
    return res;
}

// nC: coarse geometry normal, nH: fine normal from normal map
vec3 evaluateLightingModelHybrid(vec3 nC, vec3 nH, mat3 prt)
{
    float HC[9], HH[9];
    evaluateH(nC, HC);
    evaluateH(nH, HH);
    
    vec3 res = vec3(0.0);
    vec3 shadow = vec3(0.0);
    vec3 unshadow = vec3(0.0);
    for(int i = 0; i < 3; ++i){
        for(int j = 0; j < 3; ++j){
            int id = i*3+j;
            res += HH[id]* SHCoeffs[id];
            shadow += prt[i][j] * SHCoeffs[id];
            unshadow += HC[id] * SHCoeffs[id];
        }
    }
    vec3 ratio = clamp(shadow/unshadow,0.0,1.0);
    res = ratio * res;

    return res;
}

vec3 evaluateLightingModelPRT(mat3 prt)
{
    vec3 res = vec3(0.0);
    for(int i = 0; i < 3; ++i){
        for(int j = 0; j < 3; ++j){
            res += prt[i][j] * SHCoeffs[i*3+j];
        }
    }

    return res;
}

void main()
{
    vec2 uv = VertexIn.Texcoord;
    vec3 nM = normalize(VertexIn.ModelNormal);
    vec3 nC = normalize(VertexIn.CameraNormal);
    vec3 nml = nC;
    mat3 prt = mat3(VertexIn.PRT1, VertexIn.PRT2, VertexIn.PRT3);

    vec4 albedo, shading;
    if(hasAlbedoMap == uint(0))
        albedo = vec4(1.0);
    else
        albedo = texture(AlbedoMap, uv);//gammaCorrection(texture(AlbedoMap, uv), 1.0/2.2);

    if(hasNormalMap == uint(0))
    {
        if(analytic == uint(0))
            shading = vec4(evaluateLightingModelPRT(prt), 1.0f);
        else
            shading = vec4(evaluateLightingModel(nC), 1.0f);
    }
    else
    {
        vec3 n_tan = normalize(texture(NormalMap, uv).rgb*2.0-vec3(1.0));

        mat3 TBN = mat3(normalize(VertexIn.Tangent),normalize(VertexIn.Bitangent),nC);
        vec3 nH = normalize(TBN * n_tan);

        if(analytic == uint(0))
            shading = vec4(evaluateLightingModelHybrid(nC,nH,prt),1.0f);
        else
            shading = vec4(evaluateLightingModel(nH), 1.0f);
    
        nml = nH;
    }

    shading = gammaCorrection(shading, 2.2);
    FragColor = clamp(albedo * shading, 0.0, 1.0);
    FragPosition = vec4(VertexIn.Position,1.0);
    FragNormal = vec4(0.5*(nM+vec3(1.0)),1.0);
}