varying vec2 v_vTexcoord;
varying vec4 v_vColour;

uniform vec2 dimension;

uniform sampler2D blurMask;
uniform vec2 blurMaskDimension;

uniform int useMask;
uniform sampler2D mask;
uniform int sampleMode;

uniform int mode;

float sampleMask() { #region
	if(useMask == 0) return 1.;
	vec4 m = texture2D( mask, v_vTexcoord );
	return (m.r + m.g + m.b) / 3. * m.a;
} #endregion

float sampleBlurMask(vec2 pos) { #region
	vec4 m = texture2D( blurMask, 1. - pos );
	return (m.r + m.g + m.b) / 3. * m.a;
} #endregion

vec4 sampleTexture(vec2 pos) { #region
	if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
		return texture2D(gm_BaseTexture, pos);
	
	if(sampleMode == 0) 
		return vec4(0.);
		
	else if(sampleMode == 1) 
		return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
		
	else if(sampleMode == 2) 
		return texture2D(gm_BaseTexture, fract(pos));
	
	else if(sampleMode == 3) 
		return vec4(vec3(0.), 1.);
		
	return vec4(0.);
} #endregion

void main() {
	gl_FragColor = sampleTexture( v_vTexcoord );
	
	vec2 px   = v_vTexcoord * dimension;
	vec2 tx   = 1. / dimension;
	float msk = sampleMask();
	if(msk == 0.) return;
	
	float bs  = 1. / msk;
	
	vec4  col    = vec4(0.);
	float weight = 0.;
	
	vec2 bdim2 = blurMaskDimension / 2.;
	
	for(float i = 0.; i <= 64.; i++)
	for(float j = 0.; j <= 64.; j++) {
		if(i >= blurMaskDimension.x || j >= blurMaskDimension.y) continue;
		
		vec2 bPx = (vec2(i, j) - bdim2) * bs;
		if(abs(bPx.x / blurMaskDimension.x) >= .5 || abs(bPx.y / blurMaskDimension.y) >= .5) continue;
		
		vec4  c = sampleTexture((px + bPx) * tx);
		float b = sampleBlurMask(bPx / blurMaskDimension + 0.5);
		
		if(mode == 0) {
			col    += c * b;
			weight += b;
		} else if(mode == 1) {
			col     = max(col, c * b);
		}
	}
	
	     if(mode == 0) col /= weight;
	else if(mode == 1) col.a = 1.;
	
	gl_FragColor = col;
}