#pragma shady: import(sh_sample)

varying vec2 v_vTexcoord;
varying vec4 v_vColour;

uniform vec2  dimension;
uniform vec2  center;
uniform int   sampleMode;

uniform vec2      radius;
uniform int       radiusUseSurf;
uniform sampler2D radiusSurf;

uniform vec2      strength;
uniform int       strengthUseSurf;
uniform sampler2D strengthSurf;

// #region /////////////// SAMPLING ///////////////

// const float PI = 3.14159265358979323846;
// uniform int interpolation;
// uniform vec2 sampleDimension;

// const int RSIN_RADIUS = 1;

// float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }

// vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
// 	uv = uv * sampleDimension - .5;
// 	vec2 iuv = floor( uv );
// 	vec2 fuv = fract( uv );
	
// 	vec4 mixed = mix(
// 		mix(
// 			texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
// 			texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
// 			fuv.x
// 		), 
// 		mix(
// 			texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
// 			texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
// 			fuv.x
// 		), 
// 		fuv.y
// 	);
	
// 	mixed.rgb /= mixed.a;
	
// 	return mixed;
// }

// vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
//     vec2 tx = 1.0 / sampleDimension;
//     vec2 p  = uv * sampleDimension - vec2(0.5);
    
// 	vec4 sum = vec4(0.0);
//     float weights = 0.;
    
//     for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
// 	for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
//         float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
// 		if(a > 1.) continue;
//         float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
//         vec2 offset = vec2(float(x), float(y)) * tx;
//         vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
//         sum += w * sample;
//         weights += w;
//     }
	
//     return sum / weights;
// }

// vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
// 	uv = uv * sampleDimension + 0.5;
// 	vec2 iuv = floor( uv );
// 	vec2 fuv = fract( uv );
// 	uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
// 	uv = (uv - 0.5) / sampleDimension;
// 	return texture2D_bilinear( texture, uv );
// }

// vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
// 	     if(interpolation == 1)	return texture2D_bilinear( texture, uv );
// 	else if(interpolation == 2)	return texture2D_bicubic(  texture, uv );
// 	else if(interpolation == 3)	return texture2D_rsin(     texture, uv );
// 	return texture2D( texture, uv );
// }

// #endregion /////////////// SAMPLING ///////////////

vec4 sampleTexture(vec2 pos) { #region
	if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
		return texture2Dintp(gm_BaseTexture, pos);
	
	if(sampleMode == 0) 
		return vec4(0.);
		
	else if(sampleMode == 1) 
		return texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.));
		
	else if(sampleMode == 2) 
		return texture2Dintp(gm_BaseTexture, fract(pos));
	
	else if(sampleMode == 3) 
		return vec4(vec3(0.), 1.);
		
	return vec4(0.);
} #endregion

void main() {
	float rad = radius.x;
	if(radiusUseSurf == 1) {
		vec4 _vMap = texture2Dintp( radiusSurf, v_vTexcoord );
		rad = mix(radius.x, radius.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
	}
	
	float str = strength.x;
	if(strengthUseSurf == 1) {
		vec4 _vMap = texture2Dintp( strengthSurf, v_vTexcoord );
		str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
	}
	
	vec2 pixelPos = v_vTexcoord * dimension;
	vec2 to		= pixelPos - center;
	float dis	= distance(center, pixelPos);
	float eff	= 1. - clamp(dis / rad, 0., 1.);
	float ang	= atan(to.y, to.x) + eff * str;
	
	vec2 tex = center + vec2(cos(ang), sin(ang)) * distance(center, pixelPos);
    gl_FragColor = sampleTexture( tex / dimension );
}