//-----------------------------------------------------------------------------
// 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 "platform/platform.h"
#include "terrain/hlsl/terrFeatureHLSL.h"

#include "terrain/terrFeatureTypes.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "materials/processedMaterial.h"
#include "gfx/gfxDevice.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
#include "shaderGen/shaderGen.h"
#include "core/module.h"

namespace 
{
   void register_hlsl_shader_features_for_terrain(GFXAdapterType type)
   {
      if (type != Direct3D11)
         return;

      FEATUREMGR->registerFeature( MFT_TerrainBaseMap, new TerrainBaseMapFeatHLSL );
      FEATUREMGR->registerFeature( MFT_TerrainParallaxMap, new NamedFeatureHLSL( "Terrain Parallax Texture" ) );   
      FEATUREMGR->registerFeature( MFT_TerrainDetailMap, new TerrainDetailMapFeatHLSL );
      FEATUREMGR->registerFeature( MFT_TerrainNormalMap, new TerrainNormalMapFeatHLSL );
      FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureHLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatHLSL);
      FEATUREMGR->registerFeature( MFT_TerrainLightMap, new TerrainLightMapFeatHLSL );
      FEATUREMGR->registerFeature( MFT_TerrainSideProject, new NamedFeatureHLSL( "Terrain Side Projection" ) );
      FEATUREMGR->registerFeature( MFT_TerrainAdditive, new TerrainAdditiveFeatHLSL );  
      FEATUREMGR->registerFeature( MFT_TerrainORMMap, new TerrainORMMapFeatHLSL );
      FEATUREMGR->registerFeature( MFT_DeferredTerrainBlankInfoMap, new TerrainBlankInfoMapFeatHLSL );
   }
};

MODULE_BEGIN( TerrainFeatHLSL )

   MODULE_INIT_AFTER( ShaderGen )

   MODULE_INIT
   {      
      SHADERGEN->getFeatureInitSignal().notify(&register_hlsl_shader_features_for_terrain);
   }

MODULE_END;


TerrainFeatHLSL::TerrainFeatHLSL()
   : mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" ))
{      
   addDependency( &mTorqueDep );
}

Var* TerrainFeatHLSL::_getUniformVar( const char *name, const char *type, ConstantSortPosition csp )
{
   Var *theVar = (Var*)LangElement::find( name );
   if ( !theVar )
   {
      theVar = new Var;
      theVar->setType( type );
      theVar->setName( name );
      theVar->uniform = true;
      theVar->constSortPos = csp;
   }

   return theVar;
}

Var* TerrainFeatHLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
{
   String name( String::ToString( "detCoord%d", getProcessIndex() ) );
   Var *inDet = (Var*)LangElement::find( name );

   if ( !inDet )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

      inDet = connectComp->getElement( RT_TEXCOORD );
      inDet->setName( name );
      inDet->setStructName( "IN" );
      inDet->setType( "float4" );
   }

   return inDet;
}

Var* TerrainFeatHLSL::_getInMacroCoord( Vector<ShaderComponent*> &componentList )
{
   String name( String::ToString( "macroCoord%d", getProcessIndex() ) );
   Var *inDet = (Var*)LangElement::find( name );

   if ( !inDet )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

      inDet = connectComp->getElement( RT_TEXCOORD );
      inDet->setName( name );
      inDet->setStructName( "IN" );
      inDet->setType( "float4" );
   }

   return inDet;
}

Var* TerrainFeatHLSL::_getNormalMapTex()
{
   String name(String::ToString("normalMap%d", getProcessIndex()));
   Var *normalMap = (Var*)LangElement::find(name);

   if (!normalMap)
   {
      normalMap = new Var;
      normalMap->setType("SamplerState");
      normalMap->setName(name);
      normalMap->uniform = true;
      normalMap->sampler = true;
      normalMap->constNum = Var::getTexUnitNum();
   }

   return normalMap;
}

Var* TerrainFeatHLSL::_getORMConfigMapTex()
{
   String name(String::ToString("ormConfigMap%d", getProcessIndex()));
   Var *ormConfigMap = (Var*)LangElement::find(name);

   if (!ormConfigMap)
   {
      ormConfigMap = new Var;
      ormConfigMap->setType("SamplerState");
      ormConfigMap->setName(name);
      ormConfigMap->uniform = true;
      ormConfigMap->sampler = true;
      ormConfigMap->constNum = Var::getTexUnitNum();
   }

   return ormConfigMap;
}

Var* TerrainFeatHLSL::_getDetailIdStrengthParallax()
{
   String name( String::ToString( "detailIdStrengthParallax%d", getProcessIndex() ) );

   Var *detailInfo = (Var*)LangElement::find( name );
   if ( !detailInfo )
   {
      detailInfo = new Var;
      detailInfo->setType( "float3" );
      detailInfo->setName( name );
      detailInfo->uniform = true;
      detailInfo->constSortPos = cspPotentialPrimitive;
   }

   return detailInfo;
}

Var* TerrainFeatHLSL::_getMacroIdStrengthParallax()
{
   String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );

   Var *detailInfo = (Var*)LangElement::find( name );
   if ( !detailInfo )
   {
      detailInfo = new Var;
      detailInfo->setType( "float3" );
      detailInfo->setName( name );
      detailInfo->uniform = true;
      detailInfo->constSortPos = cspPotentialPrimitive;
   }

   return detailInfo;
}


void TerrainBaseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
   output = meta;

   // Generate the incoming texture var.
   Var *inTex;
   {
      Var *inPos = (Var*)LangElement::find( "inPosition" );
      if ( !inPos )
         inPos = (Var*)LangElement::find( "position" );

      inTex = new Var( "texCoord", "float3" );

      Var *oneOverTerrainSize = _getUniformVar( "oneOverTerrainSize", "float", cspPass );

      // NOTE: The y coord here should be negative to have
      // the texture maps not end up flipped which also caused
      // normal and parallax mapping to be incorrect.
      //
      // This mistake early in development means that the layer
      // id bilinear blend depends on it being that way.
      //
      // So instead i fixed this by flipping the base and detail
      // coord y scale to compensate when rendering.
      //
      meta->addStatement( new GenOp( "   @ = @.xyz * float3( @, @, -@ );\r\n", 
         new DecOp( inTex ), inPos, oneOverTerrainSize, oneOverTerrainSize, oneOverTerrainSize ) );
   }

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // Pass the texture coord to the pixel shader.
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( "outTexCoord" );
   outTex->setStructName( "OUT" );
   outTex->setType( "float3" );
   meta->addStatement( new GenOp( "   @.xy = @.xy;\r\n", outTex, inTex ) );

   // If this shader has a side projected layer then we 
   // pass the dot product between the +Y and the normal
   // thru outTexCoord.z for use in blending the textures.
   if ( fd.features.hasFeature( MFT_TerrainSideProject ) )
   {
      Var *inNormal = (Var*)LangElement::find( "normal" );
      meta->addStatement( 
         new GenOp( "   @.z = pow( abs( dot( normalize( float3( @.x, @.y, 0 ) ), float3( 0, 1, 0 ) ) ), 10.0 );\r\n", 
            outTex, inNormal, inNormal ) );
   }
   else
      meta->addStatement( new GenOp( "   @.z = 0;\r\n", outTex ) );

   // HACK: This is sort of lazy... we generate the tanget
   // vector here so that we're sure it exists in the parallax
   // and normal features which will expect "T" to exist.
   //
   // If this shader doesn't use it the shader compiler will
   // optimize away this code.
   //
   Var *inTangentZ = getVertTexCoord( "tcTangentZ" );
   Var *inTanget = new Var( "T", "float3" );
   Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
   meta->addStatement( new GenOp( "   @ = normalize( float3( @, 0, @ ) );\r\n", 
      new DecOp( inTanget ), squareSize, inTangentZ ) );
}

void TerrainBaseMapFeatHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // grab connector texcoord register
   Var *texCoord = getInTexCoord( "texCoord", "float3", componentList );

   // create texture var
   Var *diffuseMap = new Var;
   diffuseMap->setType( "SamplerState" );
   diffuseMap->setName( "baseTexMap" );
   diffuseMap->uniform = true;
   diffuseMap->sampler = true;
   diffuseMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   MultiLine *meta = new MultiLine;

   Var *baseColor = new Var;
   baseColor->setType( "float4" );
   baseColor->setName( "baseColor" );

   Var *diffuseTex = new Var;
   diffuseTex->setType("Texture2D");
   diffuseTex->setName("baseTexture");
   diffuseTex->uniform = true;
   diffuseTex->texture = true;
   diffuseTex->constNum = diffuseMap->constNum;
   meta->addStatement(new GenOp("   @ = @.Sample( @, @.xy );\r\n", new DecOp(baseColor), diffuseTex, diffuseMap, texCoord));

   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

   if (fd.features.hasFeature(MFT_isDeferred))
   {
      target= ShaderFeature::RenderTarget1;
   }

   meta->addStatement( new GenOp( "   @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
   output = meta;
}

ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res; 
   res.numTexReg = 1;
      res.numTex = 1;

   return res;
}

U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}

TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
   :  mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" )),
      mTerrainDep(ShaderGen::smCommonShaderPath + String("/terrain/terrain.hlsl" ))
      
{
   addDependency( &mTorqueDep );
   addDependency( &mTerrainDep );
}

void TerrainDetailMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // If we have parallax mapping then make sure we've sent
   // the negative view vector to the pixel shader.
   if (  fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
         !LangElement::find( "outNegViewTS" ) )
   {
      // Get the object to tangent transform which
      // will consume 3 output registers.
      Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );

      // Now use a single output register to send the negative
      // view vector in tangent space to the pixel shader.
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
      outNegViewTS->setName( "outNegViewTS" );
      outNegViewTS->setStructName( "OUT" );
      outNegViewTS->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = mul( @, float3( @ - @.xyz ) );\r\n", 
         outNegViewTS, objToTangentSpace, eyePos, inPos ) );
   }

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "dist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "dist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   //
   // NOTE: You see here we scale the texture coord by 'xyx'
   // to generate the detail coord.  This y is here because
   // its scale is flipped to correct for the non negative y
   // in texCoord.
   //
   // See TerrainBaseMapFeatHLSL::processVert().
   //
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}

void TerrainDetailMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();
   Var *inTex = getVertTexCoord( "texCoord" );
   
   MultiLine *meta = new MultiLine;

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if (  !negViewTS &&
         fd.features.hasFeature( MFT_TerrainParallaxMap ) )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "float3" );
      }

      negViewTS = new Var( "negViewTS", "float3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "float4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "SamplerState" );
      layerTex->setName( "layerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      Var* layerTexObj = new Var;
      layerTexObj->setName("layerTexObj");
      layerTexObj->setType("Texture2D");
      layerTexObj->uniform = true;
      layerTexObj->texture = true;
      layerTexObj->constNum = layerTex->constNum;
      // Read the layer texture to get the samples.
      meta->addStatement(new GenOp("   @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
         new DecOp(layerSample), layerTexObj, layerTex, inTex));
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInDetailCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getDetailIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "detailBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.

   meta->addStatement(new GenOp("   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));

   // If we had a parallax feature... then factor in the parallax
   // amount so that it fades out with the layer blending.
   if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
   {
      // Get the rest of our inputs.
      Var *normalMap = _getNormalMapTex();

      String name(String::ToString("normalMapTex%d", getProcessIndex()));
      Var *normalMapTex = (Var*)LangElement::find(name);

      if (!normalMapTex)
      {
         normalMapTex = new Var;
         normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
         normalMapTex->setType("Texture2D");
         normalMapTex->uniform = true;
         normalMapTex->texture = true;
         normalMapTex->constNum = normalMap->constNum;
      }

      // Call the library function to do the rest.
      if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
      {
         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @.z * @ );\r\n",
            inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
      }
      else
      {
         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @, @.xy, @, @.z * @ );\r\n",
            inDet, normalMapTex, normalMap, inDet, negViewTS, detailInfo, detailBlend));
      }
     
   }
   
   // Check to see if we have a gbuffer normal.
   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
   // If we have a gbuffer normal and we don't have a
   // normal map feature then we need to lerp in a
   // default normal else the normals below this layer
   // will show thru.
   if (gbNormal &&
      !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
   {
      Var *viewToTangent = getInViewToTangent(componentList);

      meta->addStatement(new GenOp("   @ = lerp( @, @[2], min( @, @.w ) );\r\n",
         gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
   }

   Var *detailColor = (Var*)LangElement::find( "detailColor" ); 
   if ( !detailColor )
   {
      detailColor = new Var;
      detailColor->setType( "float4" );
      detailColor->setName( "detailColor" );
      meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType( "SamplerState" );
   detailMap->setName( String::ToString( "detailMap%d", detailIndex ) );
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.


   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //

   //Sampled detail texture that is not expanded
   Var* detailTex = new Var;
   detailTex->setName(String::ToString("detailTex%d", detailIndex));
   detailTex->setType("Texture2D");
   detailTex->uniform = true;
   detailTex->texture = true;
   detailTex->constNum = detailMap->constNum;

   if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
   {

      meta->addStatement(new GenOp("      @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
   }
   else
   {
      meta->addStatement(new GenOp("      @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailTex, detailMap, inDet));
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

   if (fd.features.hasFeature(MFT_isDeferred))
      target= ShaderFeature::RenderTarget1;

   Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );

   meta->addStatement(new GenOp("      @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));

   meta->addStatement( new GenOp( "      @ += @ * @;\r\n",
                                    outColor, detailColor, detailBlend));

   meta->addStatement(new GenOp("      @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}

ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   if ( getProcessIndex() == 0 )
   {
      // If this is the first detail pass then we 
      // samples from the layer tex.
      res.numTex += 1;

      // If this material also does parallax then it
      // will generate the negative view vector and the
      // worldToTanget transform.
      if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
         res.numTexReg += 4;
   }

   // sample from the detail texture for diffuse coloring.
      res.numTex += 1;

   // If we have parallax for this layer then we'll also
   // be sampling the normal map for the parallax heightmap.
   if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
      res.numTex += 1;

   // Finally we always send the detail texture 
   // coord to the pixel shader.
   res.numTexReg += 1;

   return res;
}

U32 TerrainDetailMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}


TerrainMacroMapFeatHLSL::TerrainMacroMapFeatHLSL()
   :  mTorqueDep(ShaderGen::smCommonShaderPath + String("/torque.hlsl" )),
      mTerrainDep(ShaderGen::smCommonShaderPath + String("/terrain/terrain.hlsl" ))
      
{
   addDependency( &mTorqueDep );
   addDependency( &mTerrainDep );
}


void TerrainMacroMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "macroDist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "macroDist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}


void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();
   Var *inTex = getVertTexCoord( "texCoord" );
   
   MultiLine *meta = new MultiLine;

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if (  !negViewTS &&
         fd.features.hasFeature( MFT_TerrainParallaxMap ) )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "float3" );
      }

      negViewTS = new Var( "negViewTS", "float3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "float4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "SamplerState" );
      layerTex->setName( "macrolayerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      // Read the layer texture to get the samples.
      Var *layerTexObj = new Var;
      layerTexObj->setType("Texture2D");
      layerTexObj->setName("macroLayerTexObj");
      layerTexObj->uniform = true;
      layerTexObj->texture = true;
      layerTexObj->constNum = layerTex->constNum;
      meta->addStatement(new GenOp("   @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
         new DecOp(layerSample), layerTexObj, layerTex, inTex));
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInMacroCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getMacroIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.
   meta->addStatement(new GenOp("   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));
   
   // Check to see if we have a gbuffer normal.
   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
   
   // If we have a gbuffer normal and we don't have a
   // normal map feature then we need to lerp in a 
   // default normal else the normals below this layer
   // will show thru.
   if (  gbNormal && 
      !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
   {
      Var *viewToTangent = getInViewToTangent( componentList );
      
      meta->addStatement( new GenOp( "   @ = lerp( @, @[2], min( @, @.w ) );\r\n", 
         gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
   }
   
   Var *detailColor = (Var*)LangElement::find("macroColor");
   if (!detailColor)
   {
      detailColor = new Var;
      detailColor->setType( "float4" );
      detailColor->setName( "macroColor" );
      meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType( "SamplerState" );
   detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   //Create texture object for directx 11
   Var *detailTex = new Var;
   detailTex->setName(String::ToString("macroMapTex%d", detailIndex));
   detailTex->setType("Texture2D");
   detailTex->uniform = true;
   detailTex->texture = true;
   detailTex->constNum = detailMap->constNum;

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
   {
      meta->addStatement(new GenOp("      @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
   }
   else
   {
      meta->addStatement(new GenOp("      @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailTex, detailMap, inDet));
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

   if (fd.features.hasFeature(MFT_isDeferred))
      target= ShaderFeature::RenderTarget1;

   Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );

   meta->addStatement(new GenOp("      @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));

   meta->addStatement(new GenOp("      @ += @ * @;\r\n",
                                    outColor, detailColor, detailBlend));

   meta->addStatement(new GenOp("      @.rgb = toLinear(clamp(@.rgb, 0, 1));\r\n", outColor, outColor));

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}

ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   if ( getProcessIndex() == 0 )
   {
      // If this is the first detail pass then we 
      // samples from the layer tex.
      res.numTex += 1;
   }

      res.numTex += 1;

   // Finally we always send the detail texture 
   // coord to the pixel shader.
   res.numTexReg += 1;

   return res;
}

U32 TerrainMacroMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
}

void TerrainNormalMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   // We only need to process normals during the deferred.
   if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
      return;

   MultiLine *meta = new MultiLine;

   // Make sure the world to tangent transform
   // is created and available for the pixel shader.
   getOutViewToTangent( componentList, meta, fd );

   output = meta;
}

void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   // We only need to process normals during the deferred.
   if (!fd.features.hasFeature(MFT_DeferredConditioner))
      return;

   MultiLine *meta = new MultiLine;

   Var *viewToTangent = getInViewToTangent( componentList );

   // This var is read from GBufferConditionerHLSL and 
   // used in the deferred output.
   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
   if ( !gbNormal )
   {
      gbNormal = new Var;
      gbNormal->setName( "gbNormal" );
      gbNormal->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
   }

   const S32 normalIndex = getProcessIndex();

   Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
   AssertFatal( detailBlend, "The detail blend is missing!" );

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Get the normal map texture.
   Var *normalMap = _getNormalMapTex();

   /// Get the texture coord.
   Var *inDet = _getInDetailCoord( componentList );
   Var *inTex = getVertTexCoord( "texCoord" );

   // Sample the normal map.
   //
   // We take two normal samples and lerp between them for
   // side projection layers... else a single sample.
   LangElement *texOp;
   
   String name(String::ToString("normalMapTex%d", getProcessIndex()));
   Var *normalMapTex = (Var*)LangElement::find(name);
   if (!normalMapTex)
   {
      normalMapTex = new Var;
      normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
      normalMapTex->setType("Texture2D");
      normalMapTex->uniform = true;
      normalMapTex->texture = true;
      normalMapTex->constNum = normalMap->constNum;
   }

   if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
   {
      texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
         normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
   }
   else
      texOp = new GenOp("@.Sample(@, @.xy)", normalMapTex, normalMap, inDet);

   // create bump normal
   Var *bumpNorm = new Var;
   bumpNorm->setName( "bumpNormal" );
   bumpNorm->setType( "float4" );

   LangElement *bumpNormDecl = new DecOp( bumpNorm );
   meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );

   // If this is the last normal map then we 
   // can test to see the total blend value
   // to see if we should clip the result.
   Var* blendTotal = (Var*)LangElement::find("blendTotal");
   if (blendTotal)
   {
      if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
         meta->addStatement(new GenOp("   if ( @ > 0.0001f ){\r\n\r\n", blendTotal));
   }
      // Normalize is done later... 
      // Note: The reverse mul order is intentional. Affine matrix.
      meta->addStatement( new GenOp( "      @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n", 
            gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );

   if (blendTotal)
   {
      if (fd.features.getNextFeatureIndex(MFT_TerrainNormalMap, normalIndex) == -1)
         meta->addStatement(new GenOp("   }\r\n"));
   }
   // End the conditional block.
   meta->addStatement( new GenOp( "   }\r\n" ) );
   
   output = meta;
}

ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;
   
   // If this is the first normal map and there
   // are no parallax features then we will 
   // generate the worldToTanget transform.
   if (  !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
      ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
      res.numTexReg = 3;
   res.numTex = 1;
   return res;
}

void TerrainLightMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // grab connector texcoord register
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   if ( !inTex )
      return;

   // Get the lightmap texture.
   Var *lightMap = new Var;
   lightMap->setType( "SamplerState" );
   lightMap->setName( "lightMapTex" );
   lightMap->uniform = true;
   lightMap->sampler = true;
   lightMap->constNum = Var::getTexUnitNum();

   MultiLine *meta = new MultiLine;

   // Find or create the lightMask value which is read by
   // RTLighting to mask out the lights.
   //
   // The first light is always the sunlight so we apply
   // the shadow mask to only the first channel.
   //
   Var *lightMask = (Var*)LangElement::find( "lightMask" );
   if ( !lightMask )
   {
      lightMask = new Var( "lightMask", "float4" );
      meta->addStatement( new GenOp( "   @ = 1;\r\n", new DecOp( lightMask ) ) );
   }

   Var* lightMapTex = new Var;
   lightMapTex->setName("lightMapTexObj");
   lightMapTex->setType("Texture2D");
   lightMapTex->uniform = true;
   lightMapTex->texture = true;
   lightMapTex->constNum = lightMap->constNum;
   meta->addStatement(new GenOp("   @[0] = @.Sample( @, @.xy ).r;\r\n", lightMask, lightMapTex, lightMap, inTex));

   output = meta;
}

ShaderFeature::Resources TerrainLightMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res; 
   res.numTex = 1;
   return res;
}

void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   Var *color = NULL;
   Var* norm = NULL;
   if (fd.features[MFT_isDeferred])
   {
       color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
       norm = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
   }
   else
       color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );

   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !color || !blendTotal )
      return;
   
   MultiLine *meta = new MultiLine;

   meta->addStatement( new GenOp( "   clip( @ - 0.0001 );\r\n", blendTotal ) );
   meta->addStatement( new GenOp( "   @.a = @;\r\n", color, blendTotal ) );
   if (fd.features[MFT_isDeferred])
   {
      meta->addStatement(new GenOp("   @.a = @;\r\n", norm, blendTotal));
   }

   output = meta;
}

//standard matInfo map contains data of the form .r = bitflags, .g = (will contain AO), 
//.b = specular strength, a= spec power. 

void TerrainORMMapFeatHLSL::processVert(Vector<ShaderComponent*> &componentList,
   const MaterialFeatureData &fd)
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find("texCoord");
   AssertFatal(inTex, "The texture coord is missing!");

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find("inPosition");
   if (!inPos)
      inPos = (Var*)LangElement::find("position");

   // Get the object space eye position.
   Var *eyePos = _getUniformVar("eyePos", "float3", cspPotentialPrimitive);

   MultiLine *meta = new MultiLine;

   // If we have parallax mapping then make sure we've sent
   // the negative view vector to the pixel shader.
   if (fd.features.hasFeature(MFT_TerrainParallaxMap) &&
      !LangElement::find("outNegViewTS"))
   {
      // Get the object to tangent transform which
      // will consume 3 output registers.
      Var *objToTangentSpace = getOutObjToTangentSpace(componentList, meta, fd);

      // Now use a single output register to send the negative
      // view vector in tangent space to the pixel shader.
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
      Var *outNegViewTS = connectComp->getElement(RT_TEXCOORD);
      outNegViewTS->setName("outNegViewTS");
      outNegViewTS->setStructName("OUT");
      outNegViewTS->setType("float3");
      meta->addStatement(new GenOp("   @ = mul( @, float3( @ - @.xyz ) );\r\n",
         outNegViewTS, objToTangentSpace, eyePos, inPos));
   }

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find("dist");
   if (!dist)
   {
      dist = new Var;
      dist->setType("float");
      dist->setName("dist");

      meta->addStatement(new GenOp("   @ = distance( @.xyz, @ );\r\n",
         new DecOp(dist), inPos, eyePos));
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
   Var *outTex = (Var*)LangElement::find(String::ToString("detCoord%d", detailIndex));
   if (outTex == NULL)
   {
      outTex = connectComp->getElement(RT_TEXCOORD);
      outTex->setName(String::ToString("detCoord%d", detailIndex));
      outTex->setStructName("OUT");
      outTex->setType("float4");
   }
   // Get the detail scale and fade info.
   Var *detScaleAndFade = (Var*)LangElement::find(String::ToString("detailScaleAndFade%d", detailIndex));
   if (detScaleAndFade == NULL)
   {
      detScaleAndFade->setType("float4");
      detScaleAndFade->setName(String::ToString("detailScaleAndFade%d", detailIndex));
      detScaleAndFade->uniform = true;
      detScaleAndFade->constSortPos = cspPotentialPrimitive;
   }

   // Setup the detail coord.
   //
   // NOTE: You see here we scale the texture coord by 'xyx'
   // to generate the detail coord.  This y is here because
   // its scale is flipped to correct for the non negative y
   // in texCoord.
   //
   // See TerrainBaseMapFeatHLSL::processVert().
   //
   meta->addStatement(new GenOp("   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade));

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement(new GenOp("   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n",
      outTex, detScaleAndFade, dist, detScaleAndFade));

   output = meta;
}

U32 TerrainORMMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}

void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
   const MaterialFeatureData &fd)
{
   /// Get the texture coord.
   Var *inDet = _getInDetailCoord(componentList);
   Var *inTex = getVertTexCoord("texCoord");

   const S32 compositeIndex = getProcessIndex();
   Var *ormConfigMap = _getORMConfigMapTex();
   // Sample the normal map.
   //
   // We take two normal samples and lerp between them for
   // side projection layers... else a single sample.
   LangElement *texOp;
   String name(String::ToString("ormConfigMapTex%d", getProcessIndex()));
   Var *ormConfigMapTex = (Var*)LangElement::find(name);
   if (!ormConfigMapTex)
   {
      ormConfigMapTex = new Var;
      ormConfigMapTex->setName(String::ToString("ormConfigMapTex%d", getProcessIndex()));
      ormConfigMapTex->setType("Texture2D");
      ormConfigMapTex->uniform = true;
      ormConfigMapTex->texture = true;
      ormConfigMapTex->constNum = ormConfigMap->constNum;
   }
   if (fd.features.hasFeature(MFT_TerrainSideProject, compositeIndex))
   {
      texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
         ormConfigMapTex, ormConfigMap, inDet, ormConfigMapTex, ormConfigMap, inDet, inTex);
   }
   else
      texOp = new GenOp("@.Sample(@, @.xy)", ormConfigMapTex, ormConfigMap, inDet);

   // search for material var
   Var * ormConfig;
   OutputTarget targ = DefaultTarget;
   if (fd.features[MFT_isDeferred])
   {
      targ = RenderTarget2;
   }
   ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));

   MultiLine * meta = new MultiLine;
   if (!ormConfig)
   {
      // create color var
      ormConfig = new Var;
      ormConfig->setType("fragout");
      ormConfig->setName(getOutputTargetVarName(targ));
      ormConfig->setStructName("OUT");
   }

   Var *detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
   AssertFatal(detailBlend, "The detail blend is missing!");

   String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
   Var *matinfoCol = new Var(matinfoName, "float3");
   
   Var *priorComp = (Var*)LangElement::find(String::ToString("matinfoCol%d", compositeIndex - 1));
   if (priorComp)
   {
      meta->addStatement(new GenOp("   @ = @.rgb*@;\r\n", new DecOp(matinfoCol), texOp, detailBlend));
      meta->addStatement(new GenOp("   @.gba += @;\r\n", ormConfig, matinfoCol));
   }
   else
   {
      meta->addStatement(new GenOp("   @ = lerp(float3(1.0,1.0,0.0),@.rgb,@);\r\n", new DecOp(matinfoCol), texOp, detailBlend));
      meta->addStatement(new GenOp("   @ = float4(0.0,@);\r\n", ormConfig, matinfoCol));
   }

   if (fd.features[MFT_InvertRoughness])
   {
      meta->addStatement(new GenOp("   @.b = 1.0-@.b;\r\n", ormConfig, ormConfig));
   }

   output = meta;
}

ShaderFeature::Resources TerrainORMMapFeatHLSL::getResources(const MaterialFeatureData &fd)
{
   Resources res;
   res.numTex = 1;
   return res;
}

// reminder, the matinfo buffer is flags, smooth, ao, metal
U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
{
   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
}

void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
   const MaterialFeatureData &fd)
{
   // search for material var
   Var *material;
   OutputTarget targ = DefaultTarget;
   if (fd.features[MFT_isDeferred])
   {
      targ = RenderTarget2;
   }
   material = (Var*)LangElement::find(getOutputTargetVarName(targ));

   MultiLine * meta = new MultiLine;
   if (!material)
   {
      // create color var
      material = new Var;
      material->setType("fragout");
      material->setName(getOutputTargetVarName(targ));
      material->setStructName("OUT");
   }

   meta->addStatement(new GenOp("   @ = float4(0.0,1.0,1.0,0.0);\r\n", material));

   output = meta;
}
