struct Material
{
 vec4 diffuse,emissive,specular;
 vec4 parameters;
};

struct Light
{
 vec3 direction;
 vec3 color;
};

uniform uint nlights;
uniform Light lights[max(Nlights,1)];

uniform MaterialBuffer {
 Material Materials[Nmaterials];
};

flat in int materialIndex;
out vec4 outColor;

// PBR material parameters
vec3 Diffuse; // Diffuse for nonmetals, reflectance for metals.
vec3 Specular; // Specular tint for nonmetals
float Metallic; // Metallic/Nonmetals parameter
float Fresnel0; // Fresnel at zero for nonmetals
float Roughness2; // roughness squared, for smoothing
float Roughness;

#ifdef HAVE_SSBO

layout(binding=0, std430) buffer offsetBuffer
{
 uint maxDepth;
 uint offset[];
};

#ifndef GPUINDEXING
layout(binding=2, std430) buffer countBuffer
{
 uint maxSize;
 uint count[];
};
#endif

layout(binding=4, std430) buffer fragmentBuffer
{
 vec4 fragment[];
};

layout(binding=5, std430) buffer depthBuffer
{
 float depth[];
};

layout(binding=6, std430) buffer opaqueBuffer
{
 vec4 opaqueColor[];
};

layout(binding=7, std430) buffer opaqueDepthBuffer
{
 float opaqueDepth[];
};

#ifdef GPUCOMPRESS
layout(binding=1, std430) buffer indexBuffer
{
 uint index[];
};
#define INDEX(pixel) index[pixel]
#else
#define INDEX(pixel) pixel
#endif

uniform uint width;

#endif

#ifdef NORMAL

#ifndef ORTHOGRAPHIC
in vec3 ViewPosition;
#endif
in vec3 Normal;
vec3 normal;

#ifdef USE_IBL
uniform sampler2D reflBRDFSampler;
uniform sampler2D diffuseSampler;
uniform sampler3D reflImgSampler;

const float pi=acos(-1.0);
const float piInv=1.0/pi;
const float twopi=2.0*pi;
const float twopiInv=1.0/twopi;

// (x,y,z) -> (r,theta,phi);
// theta -> [0,pi]: colatitude
// phi -> [-pi,pi]: longitude
vec3 cart2sphere(vec3 cart)
{
 float x=cart.x;
 float y=cart.z;
 float z=cart.y;

 float r=length(cart);
 float theta=r > 0.0 ? acos(z/r) : 0.0;
 float phi=atan(y,x);

 return vec3(r,theta,phi);
}

vec2 normalizedAngle(vec3 cartVec)
{
 vec3 sphericalVec=cart2sphere(cartVec);
 sphericalVec.y=sphericalVec.y*piInv;
 sphericalVec.z=0.75-sphericalVec.z*twopiInv;

 return sphericalVec.zy;
}

vec3 IBLColor(vec3 viewDir)
{
 //
 // based on the split sum formula approximation
 // L(v)=\int_\Omega L(l)f(l,v) \cos \theta_l
 // which, by the split sum approiximation (assuming independence+GGX distrubition),
 // roughly equals (within a margin of error)
 // [\int_\Omega L(l)] * [\int_\Omega f(l,v) \cos \theta_l].
 // the first term is the reflectance irradiance integral

 vec3 IBLDiffuse=Diffuse*texture(diffuseSampler,normalizedAngle(normal)).rgb;
 vec3 reflectVec=normalize(reflect(-viewDir,normal));
 vec2 reflCoord=normalizedAngle(reflectVec);
 vec3 IBLRefl=texture(reflImgSampler,vec3(reflCoord,Roughness)).rgb;
 vec2 IBLbrdf=texture(reflBRDFSampler,vec2(dot(normal,viewDir),Roughness)).rg;
 float specularMultiplier=Fresnel0*IBLbrdf.x+IBLbrdf.y;
 vec3 dielectric=IBLDiffuse+specularMultiplier*IBLRefl;
 vec3 metal=Diffuse*IBLRefl;
 return mix(dielectric,metal,Metallic);
}
#else
// h is the halfway vector between normal and light direction
// GGX Trowbridge-Reitz Approximation
float NDF_TRG(vec3 h)
{
 float ndoth=max(dot(normal,h),0.0);
 float alpha2=Roughness2*Roughness2;
 float denom=ndoth*ndoth*(alpha2-1.0)+1.0;
 return denom != 0.0 ? alpha2/(denom*denom) : 0.0;
}

float GGX_Geom(vec3 v)
{
 float ndotv=max(dot(v,normal),0.0);
 float ap=1.0+Roughness2;
 float k=0.125*ap*ap;
 return ndotv/((ndotv*(1.0-k))+k);
}

float Geom(vec3 v, vec3 l)
{
 return GGX_Geom(v)*GGX_Geom(l);
}

// Schlick's approximation
float Fresnel(vec3 h, vec3 v, float fresnel0)
{
 float a=1.0-max(dot(h,v),0.0);
 float b=a*a;
 return fresnel0+(1.0-fresnel0)*b*b*a;
}

vec3 BRDF(vec3 viewDirection, vec3 lightDirection)
{
 vec3 lambertian=Diffuse;
 // Cook-Torrance model
 vec3 h=normalize(lightDirection+viewDirection);

 float omegain=max(dot(viewDirection,normal),0.0);
 float omegaln=max(dot(lightDirection,normal),0.0);

 float D=NDF_TRG(h);
 float G=Geom(viewDirection,lightDirection);
 float F=Fresnel(h,viewDirection,Fresnel0);

 float denom=4.0*omegain*omegaln;
 float rawReflectance=denom > 0.0 ? (D*G)/denom : 0.0;

 vec3 dielectric=mix(lambertian,rawReflectance*Specular,F);
 vec3 metal=rawReflectance*Diffuse;

 return mix(dielectric,metal,Metallic);
}
#endif

#endif

#ifdef COLOR
in vec4 Color;
#endif

void main()
{
 vec4 diffuse;
 vec4 emissive;

 Material m;
#ifdef GENERAL
 m=Materials[abs(materialIndex)-1];
 emissive=m.emissive;
 if(materialIndex >= 0)
   diffuse=m.diffuse;
 else {
   diffuse=Color;
#if Nlights == 0
   emissive += Color;
#endif
 }
#else
 m=Materials[materialIndex];
 emissive=m.emissive;
#ifdef COLOR
 diffuse=Color;
#if Nlights == 0
 emissive += Color;
#endif
#else
 diffuse=m.diffuse;
#endif
#endif

#if defined(NORMAL) && Nlights > 0
 Specular=m.specular.rgb;
 vec4 parameters=m.parameters;
 Roughness=1.0-parameters[0];
 Roughness2=Roughness*Roughness;
 Metallic=parameters[1];
 Fresnel0=parameters[2];
 Diffuse=diffuse.rgb;

 // Given a point x and direction \omega,
 // L_i=\int_{\Omega}f(x,\omega_i,\omega) L(x,\omega_i)(\hat{n}\cdot \omega_i)
 // d\omega_i, where \Omega is the hemisphere covering a point,
 // f is the BRDF function, L is the radiance from a given angle and position.

 normal=normalize(Normal);
 normal=gl_FrontFacing ? normal : -normal;
#ifdef ORTHOGRAPHIC
 vec3 viewDir=vec3(0.0,0.0,1.0);
#else
 vec3 viewDir=-normalize(ViewPosition);
#endif
 vec3 color;
#ifdef USE_IBL
 color=IBLColor(viewDir);
#else
 // For a finite point light, the rendering equation simplifies.
 color=emissive.rgb;
 for(uint i=0u; i < nlights; ++i) {
   Light Li=lights[i];
   vec3 L=Li.direction;
   float cosTheta=max(dot(normal,L),0.0); // $\omega_i \cdot n$ term
   vec3 radiance=cosTheta*Li.color;
   color += BRDF(viewDir,L)*radiance;
 }
#endif
 outColor=vec4(color,diffuse.a);
#else
 outColor=emissive;
#endif

#ifndef WIDTH
#ifdef HAVE_SSBO
 uint pixel=uint(gl_FragCoord.y)*width+uint(gl_FragCoord.x);
#if defined(TRANSPARENT) || (!defined(HAVE_INTERLOCK) && !defined(OPAQUE))
 uint element=INDEX(pixel);
#ifdef GPUINDEXING
 uint listIndex=atomicAdd(offset[element],-1u)-1u;
#else
 uint listIndex=offset[element]-atomicAdd(count[element],1u)-1u;
#endif
 fragment[listIndex]=outColor;
 depth[listIndex]=gl_FragCoord.z;
#ifndef WIREFRAME
 discard;
#endif
#else
#if defined(HAVE_INTERLOCK) && !defined(OPAQUE)
 beginInvocationInterlockARB();
 if(opaqueDepth[pixel] == 0.0 || gl_FragCoord.z < opaqueDepth[pixel])
   {
   opaqueDepth[pixel]=gl_FragCoord.z;
   opaqueColor[pixel]=outColor;
 }
 endInvocationInterlockARB();
#endif
#endif
#endif
#endif
}