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/*
 * Tuxánci 2 - A first person shooter
 * Copyright (C) 2025-2026  Connor Thomson
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <https://www.gnu.org/licenses/>.
 */

struct light_uniforms {
    float3 direction;
    float  shadow_texel_size;
    float  shadow_minimum_bias;
    float  shadow_maximum_bias;
    float  shadow_strength;
    float  padding;
};

[[vk::binding(0, 3)]]
ConstantBuffer<light_uniforms> light : register(b0, space3);

[[vk::binding(0, 2)]]
Texture2D<float> shadow_map : register(t0, space2);

[[vk::binding(1, 2)]]
SamplerComparisonState shadow_sampler : register(s0, space2);

struct FSInput {
    float3 normal               : TEXCOORD0;
    float3 world_position       : TEXCOORD1;
    float3 camera_position      : TEXCOORD2;
    float4 light_space_position : TEXCOORD3;
};

struct FSOutput {
    float4 out_color : SV_Target0;
};

static const float ambient_strength  = 0.22;
static const float diffuse_strength  = 0.78;
static const float specular_strength = 0.6;
static const float shininess         = 32.0;
static const int   shadow_pcf_radius = 1;

float shadow_visibility(float4 light_space_position, float normal_dot_light) {
    float3 projected = light_space_position.xyz / light_space_position.w;
    if (projected.z < 0.0 || projected.z > 1.0) {
        return 1.0;
    }

    float2 uv = float2(0.5 + 0.5 * projected.x, 0.5 - 0.5 * projected.y);
    if (any(uv < 0.0) || any(uv > 1.0)) {
        return 1.0;
    }

    float bias       = max(light.shadow_maximum_bias * (1.0 - normal_dot_light), light.shadow_minimum_bias);
    float reference  = projected.z - bias;
    float visibility = 0.0;
    float taps       = 0.0;
    for (int y = -shadow_pcf_radius; y <= shadow_pcf_radius; y++) {
        for (int x = -shadow_pcf_radius; x <= shadow_pcf_radius; x++) {
            float2 offset = float2(x, y) * light.shadow_texel_size;
            visibility += shadow_map.SampleCmpLevelZero(shadow_sampler, uv + offset, reference);
            taps       += 1.0;
        }
    }

    return visibility / taps;
}

FSOutput main(FSInput input) {
    float3 light_direction   = normalize(light.direction);
    float3 normal            = normalize(input.normal);
    float3 view_direction    = normalize(input.camera_position - input.world_position);
    float3 halfway_direction = normalize(light_direction + view_direction);
    float normal_dot_light   = dot(normal, light_direction);
    float diffuse            = max(normal_dot_light, 0.0);
    float specular           = diffuse > 0.0 ? pow(max(dot(normal, halfway_direction), 0.0), shininess) : 0.0;
    float visibility         = shadow_visibility(input.light_space_position, normal_dot_light);
    visibility               = lerp(1.0, visibility, light.shadow_strength);
    float shade              = saturate(ambient_strength + visibility * (diffuse * diffuse_strength + specular * specular_strength));
    FSOutput output;
    output.out_color = float4(shade, shade, shade, 1.0);
    return output;
}