#version 110
#define float4 vec4
#define float3 vec3
#define float2 vec2
#define oUV gl_TexCoord[0]
#define tex3D texture3D
#define tex2D texture2D
#define tex1D texture1D

varying vec3 normal;
//varying vec4 position;
varying vec4 projection_position;
varying vec4 ShadowPosZ;
varying vec4 Color;
uniform float ttime;

varying vec4 projection_from_camera;

varying vec2 UVcoordinates;
varying vec4 TheGoodPosition;

uniform mat4 ProjectionMatrix;
				uniform sampler2D texture2d_1;
				uniform sampler2D texture2d_2;
				uniform sampler2D texture2d_3;
				uniform sampler2D texture2d_blob;
				uniform samplerCube texture2d_cube;

				uniform sampler2D texture2d_paper;

uniform float IsAnt;
	uniform float PosY;
	uniform float LightDown;
	uniform float MaterialMultiplier;


void main (void) 
{

vec4 Final_Color;

	// discard segments
//		if (sin	(TheGoodPosition.z*5.5)*sin(TheGoodPosition.x*5.5)*cos(TheGoodPosition.y*5.5)>0.3) discard;



///if (position.y<0.5)	if (position.z<0.5)	if (position.y>0.0) discard;
//if (projection_position.x>22.0) discard;
//if (projection_position.x<-22.0) discard;

float4 nnormal= (normal.xyzz);
float4 projection_pos=projection_position;

projection_pos=ShadowPosZ / ShadowPosZ.w ;;


vec4 ReflCol=texture2D (texture2d_3,projection_pos.st);

// Bump mapping?
///float3 BumpNormal=tex2D (texture2d_3,UVcoordinates.xy*0.4).xyz*2.0-vec3 (1.0);


// calculate ambient
float4 Ambient_Color=vec4 (0.6);

// calculate diffuse color
vec3 normalized_normal=normalize(normal.xyz);
float dott=dot(normalized_normal.xyz,vec3 (0.0,-4.0,1.0));
dott=clamp (dott,0.0,1.0);
dott=0.4+0.6*pow(dott,1.0);
float4 Diffuse_Color=vec4 (dott)*vec4 (0.9,0.95,1.0,1.0);

// calculate specular 
vec3 H=vec3 (0.0,0.0,1.0)+vec3 (0.3,-0.1,0.0);
H=normalize (H);

dott=dot(normalized_normal,H);
dott=abs (dott);
dott=clamp (dott,0.0,1.0);
dott=pow(dott,64.0);
float4 Specular_Color=vec4 (dott)*vec4 (0.7,0.8,1.0,1.0);

H=vec3 (-1.65,0,1.0)+vec3 (0.3,-0.1,-1.58);
H=normalize (H);
dott=dot(normalized_normal,H);
dott=abs (dott);
dott=clamp (dott,0.0,1.0);
dott=pow(dott,32.0);
Specular_Color+=vec4 (dott)*vec4 (1.0,0.6,0.5,0.6)*1.0;


H=vec3 (-1.65,0,1.0)+vec3 (0.3,1.89,6.5);
H=normalize (H);
dott=dot(normalized_normal,H);
dott=abs (dott);
dott=clamp (dott,0.0,1.0);
dott=pow(dott,12.0);
Specular_Color+=vec4 (dott)*vec4 (0.3,0.7,1.0,0.6)*0.4;

// combine all




// soft shadow mapping
float shadow=1.0;
float divv=(ShadowPosZ.z+0.000)/ShadowPosZ.w;


if (MaterialMultiplier>0.1)
if (ShadowPosZ.w>0.0)
{
	for (int r=0;r<1;r++)
	{
	float Shadow=texture2D (texture2d_2,projection_pos.st+-6.11*float2 (-0.0002*float (r),-0.0002*float (r))).z;
	if (0.00202+Shadow-1.96*0.001<divv) shadow-=0.480;
	}
}

//Final_Color=vec4 (shadow);
// texture mapping
float4 ftex=tex2D (texture2d_3,MaterialMultiplier*UVcoordinates.xy*0.02+float2 (0.5,0.5));

//Final_Color=vec4 (0.5);
// projection of spot light onto scene (with texture on top)
///float2 ftex=tex2D (texture2d_3,UVcoordinates.xy*0.2+float2 (0.5,0.5)).xy;



Final_Color*=1.0+0.6*ftex;

float2 UVcoords2=projection_position.xz*0.11;

float4 TheNormal=(nnormal.xyzz+float4 (1.0))*0.5;


{

float4 ftexrefl=tex2D (texture2d_paper,MaterialMultiplier*UVcoordinates.xy*0.005);




ftexrefl=ftexrefl+(2.0*TheNormal.xyzz-ftexrefl)*-0.02;

Final_Color=ftexrefl*Diffuse_Color;

Final_Color+=0.6*Specular_Color;

///Final_Color*=vec4(0.9,0.9,1.0,1.0)+Specular_Color*0.6;
//Final_Color*=0.6+tex2D (texture2d_blob,MaterialMultiplier*projection_from_camera.st*0.015+vec2 (0.46))*1.0;



float fw=sin(TheGoodPosition.y);
fw=clamp (fw,0.0,1.0);
fw*=fw;
float fw2=sin(TheGoodPosition.x*1.5)*sin(TheGoodPosition.z*1.5);
fw2=clamp (fw2,0.0,1.0);
fw2*=fw2;
//fw*=fw2;

if (TheGoodPosition.y>0.0)
Final_Color*=1.0+0.98*fw;
//*vec4 (1.0,0.7,0.4,1.0);
//if (TheGoodPosition.y<14.0) Final_Color=vec4 (0.2);

Final_Color*=0.7+0.6*tex2D (texture2d_blob,MaterialMultiplier*projection_from_camera.st*0.01+vec2 (0.46))*1.7*vec4 (1.0,0.9,0.9,1.0);



}



//Final_Color*=0.6+1.3*texture (texture2d_cube,nnormal.xyz);




float dpth=gl_FragCoord.z/gl_FragCoord.w+0.14*0.001;
dpth*=1.867*0.003;
if (TheGoodPosition.y<-10.0) dpth*=1.5;



//dpth=0.0;
dpth=1.0-dpth;


dpth=clamp (dpth,0.0,1.0);


//Final_Color=vec4(0.3);


Final_Color*=1.3*dpth;

Final_Color*=LightDown;

if (TheGoodPosition.y>10.0) Final_Color*=1.2;;



shadow=clamp (shadow*1.4,0.0,1.0);

TheNormal.w=1.0-shadow;
shadow=clamp (shadow*1.0,0.0,1.0);

if (LightDown<0.99) 
Final_Color*=vec4 (1.0,1.0,1.4,1.0)*0.65;
else
Final_Color*=vec4 (0.9,0.9,1.0,1.0);





if (ttime<4.0) { 

float fs=Final_Color.y*1.05;
fs*=fs*fs;

float fd=length (TheGoodPosition.xz);
fd*=fd*0.001;
float ft=(ttime-0.65)*0.5;


ft=1.0-clamp (ft,0.0,1.0);

vec4 FinalColG=Final_Color*vec4 (0.05*fs,0.3,0.35+0.1*fs,1.0);
//FinalColG*=FinalColG*1.5*PosY;
FinalColG=FinalColG+ (vec4 (0.6,0.6,0.8,1.0)-FinalColG)*0.34;
Final_Color=Final_Color+(FinalColG-Final_Color)*ft;


}

if (IsAnt>0.5) 
{
	Final_Color=tex2D (texture2d_paper,MaterialMultiplier*UVcoordinates.xy*6.1005);
Final_Color*=0.4;
Final_Color+=Specular_Color*0.1;
}
//Final_Color*=0.4;

//Final_Color=vec4 (1.0,0.0,0.0,0.0);


//Final_Color=MaterialMultiplier*vec4 (1.0);
gl_FragData[0]=TheNormal;


// Back facing culling etc.
///if (!gl_FrontFacing)  {
///	Diffuse.xyz=vec3 (0.8,0.5,0.1);
///	TheNormal.w=1.0;
///}

// cube mapping
///Final_Color=texture (texture2d_cube,nnormal.xyz);

gl_FragData[1]=Final_Color*shadow;

// Depth fragment 
///gl_FragDepth=gl_FragCoord.z+0.02*ftex;
}














