#include "common.hlsli"

struct av
{
    float4 pos : POSITION; // (float,float,float,1)
    float4 nc : NORMAL; // (float,float,float,clr)
    float4 misc : TEXCOORD0; // (u(Q),v(Q),frac,???)
};

struct vf
{
    float4 HPOS : POSITION;
    float2 tc0 : TEXCOORD0;
    float2 tc1 : TEXCOORD1; // detail
    float4 c0 : COLOR0; // c0=all lighting, c0.a needed for details
    float4 c1 : COLOR1; // ps_1_1 read ports
    float fog : FOG;
};

uniform float3x4 m_xform;
uniform float4 consts; // {1/quant,1/quant,???,???}
uniform float4 wave; // cx,cy,cz,tm
uniform float4 wind; // direction2D
uniform float4 c_bias; // + color
uniform float4 c_scale; // * color
uniform float2 c_sun; // x=*, y=+

vf main(av v)
{
    vf o;

    // Transform to world coords
    float3 pos = mul(m_xform, v.pos);

    //
    float base = m_xform._24; // take base height from matrix
    float dp = calc_cyclic(wave.w + dot(pos, (float3)wave));
    float H = pos.y - base; // height of vertex (scaled, rotated, etc.)
    float frac = v.misc.z * consts.x; // fractional (or rigidity)
    float inten = H * dp; // intensity
    float2 result = calc_xz_wave(wind.xz * inten, frac);
    float4 f_pos = float4(pos.x + result.x, pos.y, pos.z + result.y, 1);

    // Calc fog
    o.fog = calc_fogging(f_pos);

    // Final xform
    o.HPOS = mul(m_VP, f_pos);

    // Lighting
    float3 N = mul(m_xform, unpack_normal(v.nc)); // normalize 	(mul (m_xform,  unpack_normal(v.nc)));
    float L_base = v.nc.w; // base hemisphere
    float4 L_unpack = c_scale * L_base + c_bias; // unpacked and decompressed
    float3 L_rgb = L_unpack.xyz; // precalculated RGB lighting
    float3 L_hemi = v_hemi_wrap(N, .75f) * L_unpack.w; // hemisphere
    float3 L_sun = v_sun(N) * (L_base * c_sun.x + c_sun.y); // sun
    float3 L_final = L_rgb + L_hemi + L_sun;

    // final xform, color, tc
    o.tc0.xy = (v.misc * consts).xy;
    o.tc1 = o.tc0 * dt_params; // dt tc
    float2 dt = calc_detail(f_pos); //
    o.c0 = float4(L_final, dt.x); //
    o.c1 = dt.y; //

    return o;
}
