//#version 120

#pragma optionNV unroll all
#define MAX_LIGHTS 8
#define MAX_BONES 78

#define NUMLIGHTS 4
// shadowcasting lights

uniform float lightsPosx[MAX_LIGHTS];
uniform float lightsPosy[MAX_LIGHTS];
uniform float lightsPosz[MAX_LIGHTS];

varying vec4 vpos; //vertex pos

    varying vec3 v;
    varying vec3 N;
    varying vec3 T;
    varying vec3 B;

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 textureCoord;
in vec3 vertexTangent;
in float vertexTangentHandedness;
in vec4 vertexBones;
in vec4 vertexWeights;

uniform mat4 depthBiasMVP[NUMLIGHTS];
varying vec4 ShadowCoord[NUMLIGHTS];

uniform vec4 Lights[NUMLIGHTS];
uniform vec4 LightsPos[NUMLIGHTS];

varying float ShadowAngle[NUMLIGHTS];
varying vec4 vN_;
varying vec4 vP_;
//varying vec4 LightsPos_[NUMLIGHTS];


uniform int hasAnim[1];
uniform mat4 bonePos[MAX_BONES];
uniform mat4 boneRPos[MAX_BONES];
uniform mat4 boneRot[MAX_BONES];
uniform mat4 boneScl[MAX_BONES];

varying vec3 alightVec[MAX_LIGHTS];
varying vec3 aeyeVec[MAX_LIGHTS];
varying vec2 texCoord;
uniform float lightsEnabled[MAX_LIGHTS];

//varying vec3 vNormal;
//uniform float lightsinvRadius[MAX_LIGHTS];
//uniform float lightMapSelect[MAX_LIGHTS];
//attribute vec3 vTangent;
vec3 tmpVec;

void main(void)
{
vec4 vP;
vec4 vN;
vec4 vT;
vec4 vPa[4];
vec4 vNa[4];
vec4 vTa[4];
	//gl_Position = ftransform();
	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	//texCoord = gl_MultiTexCoord0.xy;
	vP=vec4(vertexPosition.xyz, 1.0);
	vN=vec4(vertexNormal.xyz, 1.0);
	vT=vec4(vertexTangent.xyz, 1.0);
    //vertexBones.x+=1;vertexBones.y+=1;vertexBones.z+=1;vertexBones.w+=1;

vN_=vN;
vP_=vP;
//for (int i=0;i<NUMLIGHTS;i++) LightsPos_[i]=LightsPos[i];

	if (hasAnim[0]>0){
        if (vertexBones.x>=0){

            vPa[0]=vP;
            vPa[0].x-=bonePos[int(vertexBones.x)][0][3];
            vPa[0].y-=bonePos[int(vertexBones.x)][1][3];
            vPa[0].z-=bonePos[int(vertexBones.x)][2][3];
            vPa[0]=boneRot[int(vertexBones.x)]*vPa[0];
            vPa[0].x+=bonePos[int(vertexBones.x)][0][3];
            vPa[0].y+=bonePos[int(vertexBones.x)][1][3];
            vPa[0].z+=bonePos[int(vertexBones.x)][2][3];
            vPa[0].x+=boneRPos[int(vertexBones.x)][0][3];vPa[0].y+=boneRPos[int(vertexBones.x)][1][3];vPa[0].z+=boneRPos[int(vertexBones.x)][2][3];

            vNa[0]=vN;
            vNa[0]=boneRot[int(vertexBones.x)]*vNa[0];
            /*
            vNa[0].x-=bonePos[int(vertexBones.x)][0][3];
            vNa[0].y-=bonePos[int(vertexBones.x)][1][3];
            vNa[0].z-=bonePos[int(vertexBones.x)][2][3];
            vNa[0]=boneRot[int(vertexBones.x)]*vNa[0];
            vNa[0].x+=bonePos[int(vertexBones.x)][0][3];
            vNa[0].y+=bonePos[int(vertexBones.x)][1][3];
            vNa[0].z+=bonePos[int(vertexBones.x)][2][3];
            */
            //vNa[0].x+=boneRPos[int(vertexBones.x)][0][3];vNa[0].y+=boneRPos[int(vertexBones.x)][1][3];vNa[0].z+=boneRPos[int(vertexBones.x)][2][3];

            vTa[0]=vT;
            vTa[0]=boneRot[int(vertexBones.x)]*vTa[0];
            /*
            vTa[0].x-=bonePos[int(vertexBones.x)][0][3];
            vTa[0].y-=bonePos[int(vertexBones.x)][1][3];
            vTa[0].z-=bonePos[int(vertexBones.x)][2][3];
            vTa[0]=boneRot[int(vertexBones.x)]*vTa[0];
            vTa[0].x+=bonePos[int(vertexBones.x)][0][3];
            vTa[0].y+=bonePos[int(vertexBones.x)][1][3];
            vTa[0].z+=bonePos[int(vertexBones.x)][2][3];
            */
            //vTa[0].x+=boneRPos[int(vertexBones.x)][0][3];vTa[0].y+=boneRPos[int(vertexBones.x)][1][3];vTa[0].z+=boneRPos[int(vertexBones.x)][2][3];


            //vPa[i]=bonePos[vertexBones[i]]*boneRot[vertexBones[i]]*boneScl[vertexBones[i]]*vP;
            //vNa[i]=vN*bonePos[vertexBones[i]]*boneRot[vertexBones[i]]*boneScl[vertexBones[i]];
            //vTa[i]=vT*bonePos[vertexBones[i]]*boneRot[vertexBones[i]]*boneScl[vertexBones[i]];
        }
        if (vertexBones.y>=0){
            //vPa[1]=bonePos[int(vertexBones.y)]*vP; vPa[1]=boneRot[int(vertexBones.y)]*vPa[1];
            //vPa[1]=boneRot[int(vertexBones.y)]*vP; vPa[1]=bonePos[int(vertexBones.y)]*vPa[1];
            vPa[1]=vP;
            vPa[1].x-=bonePos[int(vertexBones.y)][0][3];
            vPa[1].y-=bonePos[int(vertexBones.y)][1][3];
            vPa[1].z-=bonePos[int(vertexBones.y)][2][3];
            vPa[1]=boneRot[int(vertexBones.y)]*vPa[1];
            vPa[1].x+=bonePos[int(vertexBones.y)][0][3];
            vPa[1].y+=bonePos[int(vertexBones.y)][1][3];
            vPa[1].z+=bonePos[int(vertexBones.y)][2][3];
            vPa[1].x+=boneRPos[int(vertexBones.y)][0][3]; vPa[1].y+=boneRPos[int(vertexBones.y)][1][3]; vPa[1].z+=boneRPos[int(vertexBones.y)][2][3];

            vNa[1]=vN;
            vNa[1]=boneRot[int(vertexBones.y)]*vNa[1];
            /*
            vNa[1].x-=bonePos[int(vertexBones.y)][0][3];
            vNa[1].y-=bonePos[int(vertexBones.y)][1][3];
            vNa[1].z-=bonePos[int(vertexBones.y)][2][3];
            vNa[1]=boneRot[int(vertexBones.y)]*vNa[1];
            vNa[1].x+=bonePos[int(vertexBones.y)][0][3];
            vNa[1].y+=bonePos[int(vertexBones.y)][1][3];
            vNa[1].z+=bonePos[int(vertexBones.y)][2][3];
            */
            //vNa[1].x+=boneRPos[int(vertexBones.y)][0][3];vNa[1].y+=boneRPos[int(vertexBones.y)][1][3];vNa[1].z+=boneRPos[int(vertexBones.y)][2][3];

            vTa[1]=vT;
            vTa[1]=boneRot[int(vertexBones.y)]*vTa[1];
            /*
            vTa[1].x-=bonePos[int(vertexBones.y)][0][3];
            vTa[1].y-=bonePos[int(vertexBones.y)][1][3];
            vTa[1].z-=bonePos[int(vertexBones.y)][2][3];
            vTa[1]=boneRot[int(vertexBones.y)]*vTa[1];
            vTa[1].x+=bonePos[int(vertexBones.y)][0][3];
            vTa[1].y+=bonePos[int(vertexBones.y)][1][3];
            vTa[1].z+=bonePos[int(vertexBones.y)][2][3];
            */
            //vTa[1].x+=boneRPos[int(vertexBones.y)][0][3];vTa[1].y+=boneRPos[int(vertexBones.y)][1][3];vTa[1].z+=boneRPos[int(vertexBones.y)][2][3];

        }
        if (vertexBones.z>=0){
            //vPa[2]=bonePos[int(vertexBones.z)]*vP; vPa[2]=boneRot[int(vertexBones.z)]*vPa[2];
            //vPa[2]=boneRot[int(vertexBones.z)]*vP; vPa[1]=bonePos[int(vertexBones.z)]*vPa[2];
            vPa[2]=vP;
            vPa[2].x-=bonePos[int(vertexBones.z)][0][3];
            vPa[2].y-=bonePos[int(vertexBones.z)][1][3];
            vPa[2].z-=bonePos[int(vertexBones.z)][2][3];
            vPa[2]=boneRot[int(vertexBones.z)]*vPa[2];
            vPa[2].x+=bonePos[int(vertexBones.z)][0][3];
            vPa[2].y+=bonePos[int(vertexBones.z)][1][3];
            vPa[2].z+=bonePos[int(vertexBones.z)][2][3];
            vPa[2].x+=boneRPos[int(vertexBones.z)][0][3];vPa[2].y+=boneRPos[int(vertexBones.z)][1][3];vPa[2].z+=boneRPos[int(vertexBones.z)][2][3];

            vNa[2]=vN;
            vNa[2]=boneRot[int(vertexBones.z)]*vNa[2];
            /*
            vNa[2].x-=bonePos[int(vertexBones.z)][0][3];
            vNa[2].y-=bonePos[int(vertexBones.z)][1][3];
            vNa[2].z-=bonePos[int(vertexBones.z)][2][3];
            vNa[2]=boneRot[int(vertexBones.z)]*vNa[2];
            vNa[2].x+=bonePos[int(vertexBones.z)][0][3];
            vNa[2].y+=bonePos[int(vertexBones.z)][1][3];
            vNa[2].z+=bonePos[int(vertexBones.z)][2][3];
            */
            //vNa[2].x+=boneRPos[int(vertexBones.z)][0][3];vNa[2].y+=boneRPos[int(vertexBones.z)][1][3];vNa[2].z+=boneRPos[int(vertexBones.z)][2][3];

            vTa[2]=vT;
            vTa[2]=boneRot[int(vertexBones.z)]*vTa[2];
            /*
            vTa[2].x-=bonePos[int(vertexBones.z)][0][3];
            vTa[2].y-=bonePos[int(vertexBones.z)][1][3];
            vTa[2].z-=bonePos[int(vertexBones.z)][2][3];
            vTa[2]=boneRot[int(vertexBones.z)]*vTa[2];
            vTa[2].x+=bonePos[int(vertexBones.z)][0][3];
            vTa[2].y+=bonePos[int(vertexBones.z)][1][3];
            vTa[2].z+=bonePos[int(vertexBones.z)][2][3];
            */
            //vTa[2].x+=boneRPos[int(vertexBones.z)][0][3];vTa[2].y+=boneRPos[int(vertexBones.z)][1][3];vTa[2].z+=boneRPos[int(vertexBones.z)][2][3];
        }
        if (vertexBones.w>=0){
            //vPa[3]=bonePos[int(vertexBones.w)]*vP; vPa[3]=boneRot[int(vertexBones.w)]*vPa[3];
            //vPa[3]=boneRot[int(vertexBones.w)]*vP; vPa[3]=bonePos[int(vertexBones.w)]*vPa[3];
            vPa[3]=vP;
            vPa[3].x-=bonePos[int(vertexBones.w)][0][3];
            vPa[3].y-=bonePos[int(vertexBones.w)][1][3];
            vPa[3].z-=bonePos[int(vertexBones.w)][2][3];
            vPa[3]=boneRot[int(vertexBones.w)]*vPa[3];
            vPa[3].x+=bonePos[int(vertexBones.w)][0][3];
            vPa[3].y+=bonePos[int(vertexBones.w)][1][3];
            vPa[3].z+=bonePos[int(vertexBones.w)][2][3];
            vPa[3].x+=boneRPos[int(vertexBones.w)][0][3];vPa[3].y+=boneRPos[int(vertexBones.w)][1][3]; vPa[3].z+=boneRPos[int(vertexBones.w)][2][3];

            vNa[3]=vN;
            vNa[3]=boneRot[int(vertexBones.w)]*vNa[3];
            /*
            vNa[3].x-=bonePos[int(vertexBones.w)][0][3];
            vNa[3].y-=bonePos[int(vertexBones.w)][1][3];
            vNa[3].z-=bonePos[int(vertexBones.w)][2][3];
            vNa[3]=boneRot[int(vertexBones.w)]*vNa[3];
            vNa[3].x+=bonePos[int(vertexBones.w)][0][3];
            vNa[3].y+=bonePos[int(vertexBones.w)][1][3];
            vNa[3].z+=bonePos[int(vertexBones.w)][2][3];
            */
            //vNa[3].x+=boneRPos[int(vertexBones.w)][0][3];vNa[3].y+=boneRPos[int(vertexBones.w)][1][3];vNa[3].z+=boneRPos[int(vertexBones.w)][2][3];

            vTa[3]=vT;
            vTa[3]=boneRot[int(vertexBones.w)]*vTa[3];
            /*
            vTa[3].x-=bonePos[int(vertexBones.w)][0][3];
            vTa[3].y-=bonePos[int(vertexBones.w)][1][3];
            vTa[3].z-=bonePos[int(vertexBones.w)][2][3];
            vTa[3]=boneRot[int(vertexBones.w)]*vTa[3];
            vTa[3].x+=bonePos[int(vertexBones.w)][0][3];
            vTa[3].y+=bonePos[int(vertexBones.w)][1][3];
            vTa[3].z+=bonePos[int(vertexBones.w)][2][3];
            */
            //vTa[3].x+=boneRPos[int(vertexBones.w)][0][3];vTa[3].y+=boneRPos[int(vertexBones.w)][1][3];vTa[3].z+=boneRPos[int(vertexBones.w)][2][3];
        }

        vP=vPa[0]*vertexWeights.x+vPa[1]*vertexWeights.y+vPa[2]*vertexWeights.z+vPa[3]*vertexWeights.w;
        vN=vNa[0]*vertexWeights.x+vNa[1]*vertexWeights.y+vNa[2]*vertexWeights.z+vNa[3]*vertexWeights.w;
        vN=vec4(vN.xyz, 1.0);
        vT=vTa[0]*vertexWeights.x+vTa[1]*vertexWeights.y+vTa[2]*vertexWeights.z+vTa[3]*vertexWeights.w;
        vT=vec4(vT.xyz, 1.0);
	}

    //gl_Position = gl_ModelViewProjectionMatrix * vec4(vP.xyz, 1.0f); //there's a risk w wouldn't always be 1, so just to be sure
    gl_Position = gl_ModelViewProjectionMatrix * vec4(vP.xyz, 1.0f); //there's a risk w wouldn't always be 1, so just to be sure

    //gl_Position = gl_ModelViewProjectionMatrix * vec4(vP.xyz, 1.0f)/fisheye; //there's a risk w wouldn't always be 1, so just to be sure

//gl_Position = ftransform();
 // fix of the clipping bug for both Nvidia and ATi
//#ifdef __GLSL_CG_DATA_TYPES
//gl_ClipVertex = gl_ModelViewMatrix * vec4(vP.xyz, 1.0f);//gl_Vertex;

//vpos=gl_ModelViewMatrix * vec4(vP.xyz, 1.0f)/fisheye;
vpos=gl_ModelViewMatrix * vec4(vP.xyz, 1.0f);
//#endif

for (int i=0;i<NUMLIGHTS;i++){
    ShadowCoord[i] = depthBiasMVP[i] * vec4(vP.xyz, 1.0f);
}

    texCoord = textureCoord;

	//vec3 n = normalize(gl_NormalMatrix * gl_Normal);
	vec3 n = normalize(gl_NormalMatrix * vec3(vN.x,vN.y,vN.z));
	vec3 t = normalize(gl_NormalMatrix * vec3(vT.x,vT.y,vT.z));
	//vec4 n4 = normalize(gl_ModelViewProjectionMatrix * vec4(vN.x,vN.y,vN.z,1.0));
	//vec4 t4 = normalize(gl_ModelViewProjectionMatrix * vec4(vT.x,vT.y,vT.z,1.0));
	//vec3 n=vec3(n4.x,n4.y,n4.z);
	//vec3 t=vec3(t4.x,t4.y,t4.z);

//bitangent = cross(normal, tangent.xyz)*tangent.w; // from http://www.gamedev.net/topic/320413-calculating-tangent-vectors-for-normal-bump-mappinghelp-again/
	vec3 b = cross(n, t) * vertexTangentHandedness;
    //b = b * vertexTangentHandedness;
	//vec3 b = cross(n, t);// * vertexTangentHandedness;
	//vec3 b = cross(t, n);

	//vec3 vVertex = vec3(gl_ModelViewMatrix * vec4(vertexPosition.xyz, 1.0));
	vec3 vVertex = vec3(gl_ModelViewMatrix * vec4(vP.xyz, 1.0));

    ////ShadowAngle = acos(dot(ShadowCoord.xyz,n)); //dot needs vec4?
    //ShadowAngle = acos(dot(vec4(1.0f),depthBiasMVP[0] * vec4(n, 1.0f)));
    //ShadowAngle = acos(dot(Light,vec4(n, 1.0f)))/3.141592f;

    //vec4 Light2=gl_ModelViewMatrix * vec4(Light.xyz,1.0f);
for (int i=0;i<NUMLIGHTS;i++){
    //ShadowAngle[i] = dot(normalize(vec3(Lights[i].xyz)),n);

    //ShadowAngle[i] = dot(normalize(vN.xyz),normalize(vec3(Lights[i].xyz)));
    ShadowAngle[i] = dot(normalize(vec3(Lights[i].xyz)),n);

    //ShadowAngle[i] = dot(normalize(vN.xyz),normalize(vec3(vP.xyz-LightsPos[i].xzy)));

    //ShadowAngle[i] = dot(normalize(vec3(LightsPos[i].xyz-vP.xyz)),normalize(vec3(Lights[i].xyz)));
    /*
    float x1=vec3(normalize(vec3(Lights[i].xyz)).x;
    float y1=vec3(normalize(vec3(Lights[i].xyz)).y;
    float z1=vec3(normalize(vec3(Lights[i].xyz)).z;
    float x2=vec3(vP.xyz-LightsPos[i].xyz).x;
    float y2=vec3(vP.xyz-LightsPos[i].xyz).y;
    float z2=vec3(vP.xyz-LightsPos[i].xyz).z;
    ShadowAngle[i] = dot(vec3(x1,y1,z1),vec3(x2,y2,z2));
    */
    /*
    float x_=Lights[i][0];
    float y_=Lights[i][1];
    float z_=Lights[i][2];
    ShadowAngle[i] = dot(normalize(vec3(x_,y_,z_)),n);
    */

}
    //if (ShadowAngle>0.99f) ShadowAngle=0.99f;
    //if (ShadowAngle<0.01f) ShadowAngle=0.01f;

for (int i=0; i<MAX_LIGHTS; i++)
   {
	if (lightsEnabled[i]>0.0)
	{
	//tmpVec = gl_LightSource[i].position.xyz - vVertex;
    tmpVec = vec3(lightsPosx[i],lightsPosy[i],lightsPosz[i]) - vVertex;

	alightVec[i].x = dot(tmpVec, t);
	alightVec[i].y = dot(tmpVec, b);
	alightVec[i].z = dot(tmpVec, n);

	tmpVec = -vVertex;
//	aeyeVec[i].x = dot(tmpVec, t);
//	aeyeVec[i].y = dot(tmpVec, b);
//	aeyeVec[i].z = dot(tmpVec, n);
	}
   }

   //vNormal = vertexTangent;
   //vNormal = vertexNormal;
    v=vVertex;
    N=normalize(n);
    T=normalize(t);
    B=normalize(b);
}
