// stripped down version of Nicholas' Static Sky
// hybrid lighting shader that exposed vector_insert_todo
// bug

#define gl_Vertex _glesVertex
attribute vec4 _glesVertex;
#define gl_Color _glesColor
attribute vec4 _glesColor;
#define gl_Normal _glesNormal
attribute vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
attribute vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
attribute vec4 _glesMultiTexCoord1;
#define TANGENT _glesTANGENT
attribute vec4 _glesTANGENT;
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
   return texture2DLod( s, coord.xy, coord.w);
}
mat3 xll_constructMat3_mf4x4( mat4 m) {
  return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct Lamp {
    mediump vec4 posRange;
    mediump vec4 colorImp;
};
struct v2f {
    highp vec4 pos;
    mediump vec3 diffuse;
};
struct HybridAppData {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    lowp vec4 bakedCol;
    mediump vec2 bakedDir;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
uniform highp vec4 _CosTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp vec4 _LightPositionRange;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
uniform highp mat4 _World2Object;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_projection;
uniform lowp vec4 glstate_lightmodel_ambient;
uniform highp float _RenderExposure;
uniform mediump vec2 _DynLampInfo_bufferSize;
uniform sampler2D _DynLampInfo;
uniform highp float LightVertOffset;
uniform sampler2D LightVertTexture;
uniform highp vec4 LightVertTextureSize;
void CalcDynamicLight( in highp vec3 worldVert, in highp vec3 worldNorm, in Lamp lamp[4], inout mediump vec3 hybridDir, inout mediump vec3 hybridCol ) {
    mediump vec4 atten;
    highp int i = 0;
    for ( ; (i < 4); (i++)) {
    
        highp vec3 lightToVert = (lamp[i].posRange.xyz - worldVert);
        highp float lengthSq = dot( lightToVert, lightToVert);
        highp vec3 lightToVertNorm = (lightToVert * inversesqrt(lengthSq));
    
        atten[i] = (lengthSq * lamp[i].posRange.w);
        mediump float nDotL = dot( lightToVertNorm, worldNorm);
        mediump float weight = (atten[i] * nDotL);
    }

    highp int j = 0;
    for ( ; (j < 4); (j++)) {
        hybridCol += (lamp[j].colorImp.xyz * atten[j]);
    }
}
void LoadBakedLight( out mediump vec3 hybridCol, out mediump vec3 hybridDir ) {
}
mediump vec4 DoSampleGPUBuffer( in sampler2D buffer, in mediump vec2 coord, in mediump vec2 dimensions ) {
    return xll_tex2Dlod( buffer, vec4( (coord / dimensions), 0.0, 0.0));
}
void ReadLightArray3( in highp ivec4 lightIdx, out Lamp l0, out Lamp l1, out Lamp l2, out Lamp l3 ) {

    l0.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.x), 1.0), _DynLampInfo_bufferSize);
    l0.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.x), 2.0), _DynLampInfo_bufferSize);
    l1.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.y), 1.0), _DynLampInfo_bufferSize);

    l1.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.y), 2.0), _DynLampInfo_bufferSize);
    l2.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.z), 1.0), _DynLampInfo_bufferSize);
    l2.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.z), 2.0), _DynLampInfo_bufferSize);

    l3.posRange = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.w), 1.0), _DynLampInfo_bufferSize);
    l3.colorImp = DoSampleGPUBuffer( _DynLampInfo, vec2( float(lightIdx.w), 2.0), _DynLampInfo_bufferSize);
}
void DoCalcHybridLight2( in highp vec3 worldVert, in highp vec3 worldNorm, out mediump vec3 hybridCol, in lowp vec4 bakedColor, in mediump vec2 bakedDir ) {
    mediump vec3 hybridDir;
    LoadBakedLight( hybridCol, hybridDir);

    highp ivec4 lightIdx = ivec4( int(worldVert.x), int(worldVert.y), int(worldVert.z), int((-worldVert.x)));
    Lamp l[4];
    ReadLightArray3( lightIdx, l[0], l[1], l[2], l[3]);

    CalcDynamicLight( worldVert, worldNorm, l, hybridDir, hybridCol);
}
highp vec3 CalcDiffuseHybridLight( in highp vec3 worldVert, in highp vec3 worldNorm, in mediump vec4 bakedColor, in mediump vec2 bakedDir ) {
    mediump vec3 hybridCol;
    DoCalcHybridLight2( worldVert, worldNorm, hybridCol, bakedColor, bakedDir);

    return hybridCol;
}
v2f vert( in HybridAppData v ) {
    v2f o;

    highp vec3 worldVert = (_Object2World * v.vertex).xyz;
    highp vec3 worldNorm = normalize((xll_constructMat3_mf4x4( _Object2World) * v.normal.xyz));
    o.diffuse = CalcDiffuseHybridLight( worldVert, worldNorm, v.bakedCol, v.bakedDir);

    o.pos = (glstate_matrix_mvp * v.vertex);
    return o;
}

varying mediump vec3 xlv_TEXCOORD2;
void main() {
    v2f xl_retval;
    HybridAppData xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.bakedCol = vec4(gl_Color);
    xlt_v.bakedDir = vec2(gl_MultiTexCoord1);
    xl_retval = vert( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD2 = vec3(xl_retval.diffuse);
}
