#define SHADER_NAME PHASER_FORWARD_DIFFUSE_FS

precision mediump float;

struct Light
{
    vec2 position;
    vec3 color;
    float intensity;
    float radius;
};

const int kMaxLights = %LIGHT_COUNT%;

uniform vec4 uCamera; /* x, y, rotation, zoom */
uniform vec2 uResolution;
uniform sampler2D uMainSampler;
uniform sampler2D uNormSampler;
uniform vec3 uAmbientLightColor;
uniform Light uLights[kMaxLights];

varying vec2 outTexCoord;
varying vec4 outTint;

void main()
{
    vec3 finalColor = vec3(0.0, 0.0, 0.0);
    vec4 color = texture2D(uMainSampler, outTexCoord) * vec4(outTint.rgb * outTint.a, outTint.a);
    vec3 normalMap = texture2D(uNormSampler, outTexCoord).rgb;
    vec3 normal = normalize(vec3(normalMap * 2.0 - 1.0));
    vec2 res = vec2(min(uResolution.x, uResolution.y)) * uCamera.w;

    for (int index = 0; index < kMaxLights; ++index)
    {
        Light light = uLights[index];
        vec3 lightDir = vec3((light.position.xy / res) - (gl_FragCoord.xy / res), 0.1);
        vec3 lightNormal = normalize(lightDir);
        float distToSurf = length(lightDir) * uCamera.w;
        float diffuseFactor = max(dot(normal, lightNormal), 0.0);
        float radius = (light.radius / res.x * uCamera.w) * uCamera.w;
        float attenuation = clamp(1.0 - distToSurf * distToSurf / (radius * radius), 0.0, 1.0);
        vec3 diffuse = light.color * diffuseFactor;
        finalColor += (attenuation * diffuse) * light.intensity;
    }

    vec4 colorOutput = vec4(uAmbientLightColor + finalColor, 1.0);
    gl_FragColor = color * vec4(colorOutput.rgb * colorOutput.a, colorOutput.a);

}
