//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;

uniform vec2 dimension;
uniform float height;
uniform int smooth;

float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }

void main() {
	vec2 pixelStep = 1. / dimension;
    
	vec4 c = texture2D(gm_BaseTexture, v_vTexcoord);
    float col = bright(c);
    float h0  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1.,  0.)));
    float h1  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1.,  0.)));
    float v0  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 0., -1.)));
    float v1  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 0.,  1.)));
    
	float d0  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., -1.)));
    float d1  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., -1.)));
    float d2  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1.,  1.)));
    float d3  = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1.,  1.)));
    
	vec2 normal;
	
	if(smooth == 1) {
	   	normal =     (vec2(h1 - col, 0.)
					+ vec2(col - h0, 0.)
					+ vec2(0., v1 - col)
					+ vec2(0., col - v0)
					+ vec2(d0 - col, col - d0) / sqrt(2.)
					+ vec2(col - d1, col - d1) / sqrt(2.)
					+ vec2(col - d2, d2 - col) / sqrt(2.)
					+ vec2(d3 - col, d3 - col) / sqrt(2.)
				 ) / (2. + 2. * sqrt(2.)) * height + 0.5;
	} else if(smooth == 0) {
		normal =     (vec2(h1 - col, 0.)
					+ vec2(col - h0, 0.)
					+ vec2(0., v1 - col)
					+ vec2(0., col - v0)
				 ) / 2. * height + 0.5;
	}
	
    gl_FragColor = vec4(normal, 1., c.a);
}