/*
 * Copyright (c) Contributors to the Open 3D Engine Project.
 * For complete copyright and license terms please see the LICENSE at the root of this distribution.
 *
 * SPDX-License-Identifier: Apache-2.0 OR MIT
 *
 */

#include <viewsrg.srgi>
#include <Atom/Features/ColorManagement/TransformColor.azsli>

ShaderResourceGroup RenderImageSrg : SRG_PerDraw
{
    Texture2D m_texture;
    float2 m_position;
    float2 m_size;

    int m_colorSpace;

    Sampler m_sampler
    {
        MaxAnisotropy = 16;
        AddressU = Wrap;
        AddressV = Wrap;
        AddressW = Wrap;
    };
}

struct VSInput
{
    uint m_vertexIndex :SV_VertexID;
    uint m_instanceIndex :SV_InstanceID;
};

struct VSOutput
{
    float4 m_position : SV_Position;
    float2 m_uv : UV0;
};

struct PSOutput
{
    float4 m_color : SV_Target0;
    float4 m_specular : SV_Target1;
    float4 m_scatterDistance : SV_Target2;
};

VSOutput MainVS(VSInput vsInput)
{
    VSOutput OUT;
    float2 uvs[4] = { {0.0, 0.0}, {1.0, 0.0}, {0.0, -1.0}, {1.0, -1.0} };
    float2 vtx[4] = { {0.0, 0.0}, {2.0, 0.0}, {0.0, 2.0}, {2.0, 2.0} };
    int index = vsInput.m_vertexIndex%4;
    float2 startPosition = RenderImageSrg::m_position;
    OUT.m_position = float4(startPosition + vtx[index], 0, 1.0);
    OUT.m_uv.xy = uvs[index];
    return OUT;
}

PSOutput MainPS(VSOutput psInput)
{
    PSOutput OUT;
    float3 color = float3(1.0, 1.0, 1.0);

    color = RenderImageSrg::m_texture.SampleLevel(RenderImageSrg::m_sampler, psInput.m_uv.xy, 0).rgb;
    color = TransformColor(color, (ColorSpaceId)RenderImageSrg::m_colorSpace, ColorSpaceId::ACEScg);
    OUT.m_color = float4(color, 1.0);
    OUT.m_specular = float4(0,0,0,1);
    OUT.m_scatterDistance = float4(0,0,0,0);
    return OUT;
}
