//    wearechat - generic multiplayer game with voip
//    Copyright (C) 2025 metamuffin
//
//    This program is free software: you can redistribute it and/or modify
//    it under the terms of the GNU Affero General Public License as published by
//    the Free Software Foundation, version 3 of the License only.
//
//    This program is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU Affero General Public License for more details.
//
//    You should have received a copy of the GNU Affero General Public License
//    along with this program.  If not, see .
struct VertexOut {
    @builtin(position) clip: vec4,
    @location(0) normal: vec3,
    @location(1) tangent: vec3,
    @location(2) tangent_binormal_sign: f32,
    @location(3) texcoord: vec2,
    @location(4) position: vec3,
}
struct Material {
    roughness: f32,
    metallic: f32,
    albedo_alpha: vec4,
    emission: vec3,
}
@group(0) @binding(0) var tex_albedo: texture_2d;
@group(0) @binding(1) var tex_albedo_sampler: sampler;
@group(1) @binding(0) var tex_normal: texture_2d;
@group(1) @binding(1) var tex_normal_sampler: sampler;
@group(2) @binding(0) var material: Material;
@fragment
fn main(vo: VertexOut) -> @location(0) vec4 {
    let t_albedo = textureSample(tex_albedo, tex_albedo_sampler, vo.texcoord);
    let t_normal = textureSample(tex_normal, tex_normal_sampler, vo.texcoord);
    let tangent_basis = mat3x3(vo.tangent, vo.tangent_binormal_sign * cross(vo.tangent, vo.normal), vo.normal);
    let normal = tangent_basis * (t_normal.rgb * 2. - 1.);
    let light = vec3(0.64, 0.64, 0.64);
    // let view = normalize(-vo.position);
    let ambient = 0.1;
    let diffuse = saturate(dot(light, normal));
    // let specular = pow(saturate(dot(reflect(-light, normal), view)), 2.);
    let lighting = ambient + diffuse;
    let color = t_albedo.rgb * lighting;
    // let color = vec3(dot(normal, view) * 0.5 + 0.5) ;
    // let color = view * 0.5 + 0.5;
    let alpha = t_albedo.a;
    // TODO better (and faster?) randomness for alpha dither
    if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
        discard;
    }
    return vec4(color, 1.);
}