//    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 VertexIn {
    @location(0) position: vec3,
    @location(1) normal: vec3,
    @location(2) tangent: vec3, // TODO maybe compress this
    @location(3) texcoord: vec2,
}
struct VertexOut {
    @builtin(position) clip: vec4,
    @location(0) normal: vec3,
    @location(1) tangent: vec3,
    @location(2) texcoord: vec2,
}
struct PushConst {
    modelview: mat4x4,
    model_basis: mat3x3,
}
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;
                      var pc: PushConst;
@group(2) @binding(0) var material: Material;
const LIGHT: vec3 = vec3(0.64, 0.64, 0.64);
@vertex
fn vs_main(vi: VertexIn) -> VertexOut {
    let clip = pc.modelview * vec4(vi.position, 1.);
    let vo = VertexOut(
        clip,
        normalize(pc.model_basis * vi.normal),
        normalize(pc.model_basis * vi.tangent),
        vi.texcoord
    );
    return vo;
}
@fragment
fn fs_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, cross(vo.tangent, vo.normal), vo.normal);
    let normal = tangent_basis * (t_normal.rgb * 2. - 1.);
    let alpha = t_albedo.a;
    let lighting = mix(1., saturate(dot(LIGHT, normal)), 1.);
    let color = t_albedo.rgb * lighting;
    if fract(dot(sin(vo.clip * 123.) * 1213., vec4(3., 2., 1., 4.))) > alpha {
        discard;
    }
    return vec4(color, 1.);
}