//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"

in vec4 vPosition;
in vec2 vTexCoord0;
in vec3 vTexCoord1;

#define IN_pos  vPosition
#define IN_tc vTexCoord0
#define IN_wsEyeRay vTexCoord1

#define OUT_position gl_Position

out vec2 tcColor0;
#define OUT_tcColor0 tcColor0
out vec2 tcColor1;
#define OUT_tcColor1 tcColor1
out vec2 tcDepth0;
#define OUT_tcDepth0 tcDepth0
out vec2 tcDepth1;
#define OUT_tcDepth1 tcDepth1
out vec2 tcDepth2;
#define OUT_tcDepth2 tcDepth2
out vec2 tcDepth3;
#define OUT_tcDepth3 tcDepth3


uniform vec4    rtParams0;
uniform vec2    oneOverTargetSize;  

void main()  
{  
   OUT_position = IN_pos;
   
   vec2 uv = viewportCoordToRenderTarget( IN_tc, rtParams0 ); 
   //OUT_position = tMul( IN_pos, modelView );  
   OUT_tcColor1 = uv + vec2( +1.0, -0.0 ) * oneOverTargetSize;  
   OUT_tcColor0 = uv + vec2( -1.0, -0.0 ) * oneOverTargetSize;  
   OUT_tcDepth0 = uv + vec2( -0.5, -0.0 ) * oneOverTargetSize;    
   OUT_tcDepth1 = uv + vec2( -1.5, -0.0 ) * oneOverTargetSize;    
   OUT_tcDepth2 = uv + vec2( +1.5, -0.0 ) * oneOverTargetSize;    
   OUT_tcDepth3 = uv + vec2( +2.5, -0.0 ) * oneOverTargetSize;    
   
   correctSSP(gl_Position);
}  