//-----------------------------------------------------------------------------
// 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 "shaderGen/HLSL/shaderFeatureHLSL.h"

#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/shaderGenVars.h"
#include "gfx/gfxDevice.h"
#include "materials/matInstance.h"
#include "materials/processedMaterial.h"
#include "materials/materialFeatureTypes.h"
#include "core/util/autoPtr.h"

#include "lighting/advanced/advancedLightBinManager.h"
#include "ts/tsShape.h"

#include "shaderGen/shaderGen.h"

LangElement * ShaderFeatureHLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
                                                   Var **texSpaceMat )
{
   Var *N = (Var*) LangElement::find( "normal" );
   Var *B = (Var*) LangElement::find( "B" );
   Var *T = (Var*) LangElement::find( "T" );

   Var *tangentW = (Var*) LangElement::find( "tangentW" );
   
   // setup matrix var
   *texSpaceMat = new Var;
   (*texSpaceMat)->setType( "float3x3" );
   (*texSpaceMat)->setName( "objToTangentSpace" );

   MultiLine *meta = new MultiLine;
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( *texSpaceMat ) ) );

   // Protect against missing normal and tangent.
   if ( !N || !T )
   {
      meta->addStatement( new GenOp( "   @[0] = float3( 1, 0, 0 ); @[1] = float3( 0, 1, 0 ); @[2] = float3( 0, 0, 1 );\r\n", 
         *texSpaceMat, *texSpaceMat, *texSpaceMat ) );
      return meta;
   }

   meta->addStatement( new GenOp( "   @[0] = @;\r\n", *texSpaceMat, T ) );
   if ( B )
      meta->addStatement( new GenOp( "   @[1] = @;\r\n", *texSpaceMat, B ) );
   else
   {
      if(dStricmp((char*)T->type, "float4") == 0)
         meta->addStatement( new GenOp( "   @[1] = cross( @, normalize(@) ) * @.w;\r\n", *texSpaceMat, T, N, T ) );
      else if (tangentW)
         meta->addStatement(new GenOp("   @[1] = cross( @, normalize(@) ) * @;\r\n", *texSpaceMat, T, N, tangentW));
      else
         meta->addStatement( new GenOp( "   @[1] = cross( @, normalize(@) );\r\n", *texSpaceMat, T, N ) );
   }
   meta->addStatement( new GenOp( "   @[2] = normalize(@);\r\n", *texSpaceMat, N ) );

   return meta;
}

LangElement* ShaderFeatureHLSL::assignColor( LangElement *elem, 
                                             Material::BlendOp blend, 
                                             LangElement *lerpElem, 
                                             ShaderFeature::OutputTarget outputTarget )
{

   // search for color var
   Var *color = (Var*) LangElement::find( getOutputTargetVarName(outputTarget) );

   if ( !color )
   {
      // create color var
      color = new Var;
      color->setType( "fragout" );
      color->setName( getOutputTargetVarName(outputTarget) );
      color->setStructName( "OUT" );

      return new GenOp( "@ = @", color, elem );
   }

   LangElement *assign;

   switch ( blend )
   {
      case Material::Add:
         assign = new GenOp( "@ += @", color, elem );
         break;

      case Material::Sub:
         assign = new GenOp( "@ -= @", color, elem );
         break;

      case Material::Mul:
         assign = new GenOp( "@ *= @", color, elem );
         break;

      case Material::PreMul:
         assign = new GenOp("@.rgb = @.rgb + (@.rgb*(1.0-@.a))", color, elem, color, elem);
         break;

      case Material::AddAlpha:
         assign = new GenOp( "@ += @ * @.a", color, elem, elem );
         break;

      case Material::LerpAlpha:
         if ( !lerpElem )
            lerpElem = elem;
         assign = new GenOp( "@.rgb = lerp( @.rgb, (@).rgb, (@).a )", color, color, elem, lerpElem );
         break;
      
      case Material::ToneMap:
         assign = new GenOp( "@ = 1.0 - exp(-1.0 * @ * @)", color, color, elem );
         break;
         
      default:
         AssertFatal(false, "Unrecognized color blendOp");
         // Fallthru

      case Material::None:
         assign = new GenOp( "@ = @", color, elem );
         break;    
   }
  
   return assign;
}


LangElement *ShaderFeatureHLSL::expandNormalMap(   LangElement *sampleNormalOp, 
                                                   LangElement *normalDecl, 
                                                   LangElement *normalVar, 
                                                   const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
   const bool hasBc3 = fd.features.hasFeature(MFT_IsBC3nm, getProcessIndex() );
   const bool hasBc5 = fd.features.hasFeature(MFT_IsBC5nm, getProcessIndex() );
   if ( hasBc3 || hasBc5 )
   {
      if ( fd.features[MFT_ImposterVert] )
      {
         // The imposter system uses object space normals and
         // encodes them with the z axis in the alpha component.
         meta->addStatement( new GenOp( "   @ = float4( normalize( @.xyw * 2.0 - 1.0 ), 0.0 ); // Obj DXTnm\r\n", normalDecl, sampleNormalOp ) );
      }
      else if( hasBc3 )
      {
         // BC3 Swizzle trick
         meta->addStatement( new GenOp( "   @ = float4( @.ag * 2.0 - 1.0, 0.0, 0.0 ); // DXTnm\r\n", normalDecl, sampleNormalOp ) );
         meta->addStatement( new GenOp( "   @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // DXTnm\r\n", normalVar, normalVar, normalVar ) );
      }
      else if (hasBc5)
      {
         // BC5
         meta->addStatement(new GenOp("   @ = float4( @.gr * 2.0 - 1.0, 0.0, 0.0 ); // bc5nm\r\n", normalDecl, sampleNormalOp ) );
         meta->addStatement(new GenOp("   @.z = sqrt( 1.0 - dot( @.xy, @.xy ) ); // bc5nm\r\n", normalVar, normalVar, normalVar )) ;
      }
   }
   else
   {
      meta->addStatement( new GenOp( "   @ = @;\r\n", normalDecl, sampleNormalOp ) );
      meta->addStatement( new GenOp( "   @.xyz = @.xyz * 2.0 - 1.0;\r\n", normalVar, normalVar ) );
   }

   return meta;
}

ShaderFeatureHLSL::ShaderFeatureHLSL()
{
   output = NULL;
}

Var * ShaderFeatureHLSL::getVertTexCoord( const String &name )
{
   Var *inTex = NULL;

   for( U32 i=0; i<LangElement::elementList.size(); i++ )
   {
      if( !String::compare( (char*)LangElement::elementList[i]->name, name.c_str() ) )
      {
         inTex = dynamic_cast<Var*>( LangElement::elementList[i] );
         if ( inTex )
         {
            // NOTE: This used to do this check...
            //
            // String::compare( (char*)inTex->structName, "IN" )
            //
            // ... to ensure that the var was from the input
            // vertex structure, but this kept some features
            // ( ie. imposter vert ) from decoding their own
            // coords for other features to use.
            //
            // If we run into issues with collisions between
            // IN vars and local vars we may need to revise.
            
            break;
         }
      }
   }

   return inTex;
}

Var* ShaderFeatureHLSL::getOutObjToTangentSpace(   Vector<ShaderComponent*> &componentList,
                                                   MultiLine *meta,
                                                   const MaterialFeatureData &fd )
{
   Var *outObjToTangentSpace = (Var*)LangElement::find( "objToTangentSpace" );
   if ( !outObjToTangentSpace )
      meta->addStatement( setupTexSpaceMat( componentList, &outObjToTangentSpace ) );

   return outObjToTangentSpace;
}

Var* ShaderFeatureHLSL::getOutWorldToTangent(   Vector<ShaderComponent*> &componentList,
                                                MultiLine *meta,
                                                const MaterialFeatureData &fd )
{
   Var *outWorldToTangent = (Var*)LangElement::find( "outWorldToTangent" );
   if ( outWorldToTangent )
      return outWorldToTangent;
      
   Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
   if ( !worldToTangent )
   {
      Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );

      if (!fd.features[MFT_ParticleNormal] )
      {
         // turn obj->tangent into world->tangent
         worldToTangent = new Var;
         worldToTangent->setType( "float3x3" );
         worldToTangent->setName( "worldToTangent" );
         LangElement *worldToTangentDecl = new DecOp( worldToTangent );

         // Get the world->obj transform
         Var *worldToObj = (Var*)LangElement::find( "worldToObj" );
         if ( !worldToObj )
         {
            worldToObj = new Var;
            worldToObj->setName( "worldToObj" );

            if ( fd.features[MFT_UseInstancing] ) 
            {
               // We just use transpose to convert the 3x3 portion of
               // the object transform to its inverse.
               worldToObj->setType( "float3x3" );
               Var *objTrans = getObjTrans( componentList, true, meta );
               meta->addStatement( new GenOp( "   @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( worldToObj ), objTrans ) );
            }
            else
            {
               worldToObj->setType( "float4x4" );
               worldToObj->uniform = true;
               worldToObj->constSortPos = cspPrimitive;
            }
         }

         // assign world->tangent transform
         meta->addStatement( new GenOp( "   @ = mul( @, (float3x3)@ );\r\n", worldToTangentDecl, texSpaceMat, worldToObj ) );
      }
      else
      {
         // Assume particle normal generation has set this up in the proper space
         worldToTangent = texSpaceMat;
      }
   }

   // send transform to pixel shader
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   outWorldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
   outWorldToTangent->setName( "outWorldToTangent" );
   outWorldToTangent->setStructName( "OUT" );
   outWorldToTangent->setType( "float3x3" );
   meta->addStatement( new GenOp( "   @ = @;\r\n", outWorldToTangent, worldToTangent ) );

   return outWorldToTangent;
}

Var* ShaderFeatureHLSL::getOutViewToTangent( Vector<ShaderComponent*> &componentList,
                                             MultiLine *meta,
                                             const MaterialFeatureData &fd )
{
   Var *outViewToTangent = (Var*)LangElement::find( "outViewToTangent" );
   if ( outViewToTangent )
      return outViewToTangent;

   Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
   if ( !viewToTangent )
   {

      Var *texSpaceMat = getOutObjToTangentSpace( componentList, meta, fd );

      if ( !fd.features[MFT_ParticleNormal] )
      {
         // turn obj->tangent into world->tangent
         viewToTangent = new Var;
         viewToTangent->setType( "float3x3" );
         viewToTangent->setName( "viewToTangent" );
         LangElement *viewToTangentDecl = new DecOp( viewToTangent );

         // Get the view->obj transform
         Var *viewToObj = getInvWorldView( componentList, fd.features[MFT_UseInstancing], meta );

         // assign world->tangent transform
         meta->addStatement( new GenOp( "   @ = mul( @, (float3x3)@ );\r\n", viewToTangentDecl, texSpaceMat, viewToObj ) );
      }
      else
      {
         // Assume particle normal generation has set this up in the proper space
         viewToTangent = texSpaceMat;
      }
   }

   // send transform to pixel shader
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   outViewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
   outViewToTangent->setName( "outViewToTangent" );
   outViewToTangent->setStructName( "OUT" );
   outViewToTangent->setType( "float3x3" );
   meta->addStatement( new GenOp( "   @ = @;\r\n", outViewToTangent, viewToTangent ) );

   return outViewToTangent;
}

Var* ShaderFeatureHLSL::getOutTexCoord(   const char *name,
                                          const char *type,
                                          bool useTexAnim,
                                          MultiLine *meta,
                                          Vector<ShaderComponent*> &componentList )
{
   String outTexName = String::ToString( "out_%s", name );
   Var *texCoord = (Var*)LangElement::find( outTexName );
   if ( !texCoord )
   {
      Var *inTex = getVertTexCoord( name );
      AssertFatal( inTex, "ShaderFeatureHLSL::getOutTexCoord - Unknown vertex input coord!" );

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

      texCoord = connectComp->getElement( RT_TEXCOORD );
      texCoord->setName( outTexName );
      texCoord->setStructName( "OUT" );
      texCoord->setType( type );

      if ( useTexAnim )
      {
         inTex->setType( "float2" );
         
         // create texture mat var
         Var *texMat = new Var;
         texMat->setType( "float4x4" );
         texMat->setName( "texMat" );
         texMat->uniform = true;
         texMat->constSortPos = cspPass;      
         
         // Statement allows for casting of different types which
		   // eliminates vector truncation problems.
         String statement = String::ToString("   @ = (%s)mul(@, float4(@,1,1));\r\n", type);
         meta->addStatement( new GenOp( statement, texCoord, texMat, inTex ) );
      }
      else
      {
		   // Statement allows for casting of different types which
         // eliminates vector truncation problems.
         String statement = String::ToString( "   @ = (%s)@;\r\n", type );
         meta->addStatement( new GenOp( statement, texCoord, inTex ) );
      }
   }

   AssertFatal( String::compare( type, (const char*)texCoord->type ) == 0, 
      "ShaderFeatureHLSL::getOutTexCoord - Type mismatch!" );

   return texCoord;
}

Var* ShaderFeatureHLSL::getInTexCoord( const char *name,
                                       const char *type,
                                       Vector<ShaderComponent*> &componentList )
{
   Var* texCoord = (Var*)LangElement::find( name );
   if ( !texCoord )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
      texCoord = connectComp->getElement( RT_TEXCOORD );
      texCoord->setName( name );
      texCoord->setStructName( "IN" );
      texCoord->setType( type );
   }

   AssertFatal( String::compare( type, (const char*)texCoord->type ) == 0, 
      "ShaderFeatureHLSL::getInTexCoord - Type mismatch!" );

   return texCoord;
}

Var* ShaderFeatureHLSL::getInColor( const char *name,
                                    const char *type,
                                    Vector<ShaderComponent*> &componentList )
{
   Var *inColor = (Var*)LangElement::find( name );
   if ( !inColor )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
      inColor = connectComp->getElement( RT_COLOR );
      inColor->setName( name );
      inColor->setStructName( "IN" );
      inColor->setType( type );
   }

   AssertFatal( String::compare( type, (const char*)inColor->type ) == 0, 
      "ShaderFeatureHLSL::getInColor - Type mismatch!" );

   return inColor;
}

Var* ShaderFeatureHLSL::addOutVpos( MultiLine *meta,
                                    Vector<ShaderComponent*> &componentList )
{
   // Nothing to do if we're on SM 3.0... we use the real vpos.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      return NULL;

   // For SM 2.x we need to generate the vpos in the vertex shader
   // and pass it as a texture coord to the pixel shader.

   Var *outVpos = (Var*)LangElement::find( "outVpos" );
   if ( !outVpos )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

      outVpos = connectComp->getElement( RT_TEXCOORD );
      outVpos->setName( "outVpos" );
      outVpos->setStructName( "OUT" );
      outVpos->setType( "float4" );

      Var *outPosition = (Var*) LangElement::find( "hpos" );
      AssertFatal( outPosition, "ShaderFeatureHLSL::addOutVpos - Didn't find the output position." );

      meta->addStatement( new GenOp( "   @ = @;\r\n", outVpos, outPosition ) );
   }

   return outVpos;
}

Var* ShaderFeatureHLSL::getInVpos(  MultiLine *meta,
                                    Vector<ShaderComponent*> &componentList )
{
   Var *inVpos = (Var*)LangElement::find( "vpos" );
   if ( inVpos )
      return inVpos;

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

   inVpos = connectComp->getElement( RT_SVPOSITION );
   inVpos->setName( "vpos" );
   inVpos->setStructName( "IN" );
   inVpos->setType( "float4" );
   return inVpos;
}

Var* ShaderFeatureHLSL::getInWorldToTangent( Vector<ShaderComponent*> &componentList )
{
   Var *worldToTangent = (Var*)LangElement::find( "worldToTangent" );
   if ( !worldToTangent )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      worldToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
      worldToTangent->setName( "worldToTangent" );
      worldToTangent->setStructName( "IN" );
      worldToTangent->setType( "float3x3" );
   }

   return worldToTangent;
}

Var* ShaderFeatureHLSL::getInViewToTangent( Vector<ShaderComponent*> &componentList )
{
   Var *viewToTangent = (Var*)LangElement::find( "viewToTangent" );
   if ( !viewToTangent )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      viewToTangent = connectComp->getElement( RT_TEXCOORD, 1, 3 );
      viewToTangent->setName( "viewToTangent" );
      viewToTangent->setStructName( "IN" );
      viewToTangent->setType( "float3x3" );
   }

   return viewToTangent;
}

Var* ShaderFeatureHLSL::getNormalMapTex()
{
   Var *normalMap = (Var*)LangElement::find("bumpMap");
   if (!normalMap)
   {
      normalMap = new Var;
      normalMap->setType("SamplerState");
      normalMap->setName("bumpMap");
      normalMap->uniform = true;
      normalMap->sampler = true;
      normalMap->constNum = Var::getTexUnitNum();

      Var* normalMapTex = new Var;
      normalMapTex->setName("bumpMapTex");
      normalMapTex->setType("Texture2D");
      normalMapTex->uniform = true;
      normalMapTex->texture = true;
      normalMapTex->constNum = normalMap->constNum;
   }

   return normalMap;
}

Var* ShaderFeatureHLSL::getObjTrans(   Vector<ShaderComponent*> &componentList,                                       
                                       bool useInstancing,
                                       MultiLine *meta )
{
   Var *objTrans = (Var*)LangElement::find( "objTrans" );
   if ( objTrans )
      return objTrans;

   if ( useInstancing )
   {
      ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
      Var *instObjTrans = vertStruct->getElement( RT_TEXCOORD, 4, 4 );
      instObjTrans->setStructName( "IN" );
      instObjTrans->setName( "inst_objectTrans" );

      mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+0 );
      mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+1 );
      mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+2 );
      mInstancingFormat->addElement( "objTrans", GFXDeclType_Float4, instObjTrans->constNum+3 );

      objTrans = new Var;
      objTrans->setType( "float4x4" );
      objTrans->setName( "objTrans" );
      meta->addStatement( new GenOp( "   @ = { // Instancing!\r\n", new DecOp( objTrans ), instObjTrans ) );
      meta->addStatement( new GenOp( "      @[0],\r\n", instObjTrans ) );
      meta->addStatement( new GenOp( "      @[1],\r\n", instObjTrans ) );
      meta->addStatement( new GenOp( "      @[2],\r\n",instObjTrans ) );
      meta->addStatement( new GenOp( "      @[3] };\r\n", instObjTrans ) );
   }
   else
   {
      objTrans = new Var;
      objTrans->setType( "float4x4" );
      objTrans->setName( "objTrans" );
      objTrans->uniform = true;
      objTrans->constSortPos = cspPrimitive;
   }

   return objTrans;
}

Var* ShaderFeatureHLSL::getModelView(  Vector<ShaderComponent*> &componentList,                                       
                                       bool useInstancing,
                                       MultiLine *meta )
{
   Var *modelview = (Var*)LangElement::find( "modelview" );
   if ( modelview )
      return modelview;

   if ( useInstancing )
   {
      Var *objTrans = getObjTrans( componentList, useInstancing, meta );

      Var *viewProj = (Var*)LangElement::find( "viewProj" );
      if ( !viewProj )
      {
         viewProj = new Var;
         viewProj->setType( "float4x4" );
         viewProj->setName( "viewProj" );
         viewProj->uniform = true;
         viewProj->constSortPos = cspPass;        
      }

      modelview = new Var;
      modelview->setType( "float4x4" );
      modelview->setName( "modelview" );
      meta->addStatement( new GenOp( "   @ = mul( @, @ ); // Instancing!\r\n", new DecOp( modelview ), viewProj, objTrans ) );
   }
   else
   {
      modelview = new Var;
      modelview->setType( "float4x4" );
      modelview->setName( "modelview" );
      modelview->uniform = true;
      modelview->constSortPos = cspPrimitive;   
   }

   return modelview;
}

Var* ShaderFeatureHLSL::getWorldView(  Vector<ShaderComponent*> &componentList,                                       
                                       bool useInstancing,
                                       MultiLine *meta )
{
   Var *worldView = (Var*)LangElement::find( "worldViewOnly" );
   if ( worldView )
      return worldView;

   if ( useInstancing )
   {
      Var *objTrans = getObjTrans( componentList, useInstancing, meta );

      Var *worldToCamera = (Var*)LangElement::find( "worldToCamera" );
      if ( !worldToCamera )
      {
         worldToCamera = new Var;
         worldToCamera->setType( "float4x4" );
         worldToCamera->setName( "worldToCamera" );
         worldToCamera->uniform = true;
         worldToCamera->constSortPos = cspPass;        
      }

      worldView = new Var;
      worldView->setType( "float4x4" );
      worldView->setName( "worldViewOnly" );

      meta->addStatement( new GenOp( "   @ = mul( @, @ ); // Instancing!\r\n", new DecOp( worldView ), worldToCamera, objTrans ) );
   }
   else
   {
      worldView = new Var;
      worldView->setType( "float4x4" );
      worldView->setName( "worldViewOnly" );
      worldView->uniform = true;
      worldView->constSortPos = cspPrimitive;  
   }

   return worldView;
}


Var* ShaderFeatureHLSL::getInvWorldView(  Vector<ShaderComponent*> &componentList,                                       
                                          bool useInstancing,
                                          MultiLine *meta )
{
   Var *viewToObj = (Var*)LangElement::find( "viewToObj" );
   if ( viewToObj )
      return viewToObj;

   if ( useInstancing )
   {
      Var *worldView = getWorldView( componentList, useInstancing, meta );

      viewToObj = new Var;
      viewToObj->setType( "float3x3" );
      viewToObj->setName( "viewToObj" );

      // We just use transpose to convert the 3x3 portion 
      // of the world view transform into its inverse.

      meta->addStatement( new GenOp( "   @ = transpose( (float3x3)@ ); // Instancing!\r\n", new DecOp( viewToObj ), worldView ) );
   }
   else
   {
      viewToObj = new Var;
      viewToObj->setType( "float4x4" );
      viewToObj->setName( "viewToObj" );
      viewToObj->uniform = true;
      viewToObj->constSortPos = cspPrimitive;
   }

   return viewToObj;
}

void ShaderFeatureHLSL::getWsPosition( Vector<ShaderComponent*> &componentList,                                       
                                       bool useInstancing,
                                       MultiLine *meta,
                                       LangElement *wsPosition )
{
   Var *inPosition = (Var*)LangElement::find( "wsPosition" );
   if ( inPosition )
   {
      meta->addStatement( new GenOp( "   @ = @.xyz;\r\n", 
         wsPosition, inPosition ) );
      return;
   }

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

   AssertFatal( inPosition, "ShaderFeatureHLSL::getWsPosition - The vertex position was not found!" );

   Var *objTrans = getObjTrans( componentList, useInstancing, meta );

   meta->addStatement( new GenOp( "   @ = mul( @, float4( @.xyz, 1 ) ).xyz;\r\n", 
      wsPosition, objTrans, inPosition ) );
}

Var* ShaderFeatureHLSL::addOutWsPosition( Vector<ShaderComponent*> &componentList,                                       
                                          bool useInstancing,
                                          MultiLine *meta )
{
   Var *outWsPosition = (Var*)LangElement::find( "outWsPosition" );
   if ( !outWsPosition )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      outWsPosition = connectComp->getElement( RT_TEXCOORD );
      outWsPosition->setName( "outWsPosition" );
      outWsPosition->setStructName( "OUT" );
      outWsPosition->setType( "float3" );

      getWsPosition( componentList, useInstancing, meta, outWsPosition );
   }

   return outWsPosition;
}

Var* ShaderFeatureHLSL::getInWsPosition( Vector<ShaderComponent*> &componentList )
{
   Var *wsPosition = (Var*)LangElement::find( "wsPosition" );
   if ( !wsPosition )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      wsPosition = connectComp->getElement( RT_TEXCOORD );
      wsPosition->setName( "wsPosition" );
      wsPosition->setStructName( "IN" );
      wsPosition->setType( "float3" );
   }

   return wsPosition;
}

Var* ShaderFeatureHLSL::getWsView( Var *wsPosition, MultiLine *meta )
{
   Var *wsView = (Var*)LangElement::find( "wsView" );
   if ( !wsView )
   {
      wsView = new Var( "wsView", "float3" );

      Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
      if ( !eyePos )
      {
         eyePos = new Var;
         eyePos->setType( "float3" );
         eyePos->setName( "eyePosWorld" );
         eyePos->uniform = true;
         eyePos->constSortPos = cspPass;
      }

      meta->addStatement( new GenOp( "   @ = normalize( @ - @ );\r\n", 
         new DecOp( wsView ), eyePos, wsPosition ) );
   }

   return wsView;
}

Var* ShaderFeatureHLSL::getInWorldNormal(Vector<ShaderComponent*>& componentList)
{
   Var* wsNormal = (Var*)LangElement::find("wsNormal");
   if (!wsNormal)
   {
      ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
      wsNormal = connectComp->getElement(RT_TEXCOORD);
      wsNormal->setName("wsNormal");
      wsNormal->setStructName("IN");
      wsNormal->setType("float3");
   }

   return wsNormal;
}

Var* ShaderFeatureHLSL::addOutDetailTexCoord(   Vector<ShaderComponent*> &componentList, 
                                                MultiLine *meta,
                                                bool useTexAnim,
                                                bool useFoliageTexCoord)
{
   // Check if its already added.
   Var *outTex = (Var*)LangElement::find( "detCoord" );
   if ( outTex )
      return outTex;

   // Grab incoming texture coords.
   Var *inTex = getVertTexCoord( "texCoord" );

   if (useFoliageTexCoord)
      inTex->setType("float4");
   else
      inTex->setType("float2");

   // create detail variable
   Var *detScale = new Var;
   detScale->setType( "float2" );
   detScale->setName( "detailScale" );
   detScale->uniform = true;
   detScale->constSortPos = cspPotentialPrimitive;
   
   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( "detCoord" );
   outTex->setStructName( "OUT" );
   outTex->setType( "float2" );

   if ( useTexAnim )
   {
      // Find or create the texture matrix.
      Var *texMat = (Var*)LangElement::find( "texMat" );
      if ( !texMat )
      {
         texMat = new Var;
         texMat->setType( "float4x4" );
         texMat->setName( "texMat" );
         texMat->uniform = true;
         texMat->constSortPos = cspPass;   
      }

      meta->addStatement(new GenOp("   @ = mul(@, float4(@.xy,1,1)).xy * @;\r\n", outTex, texMat, inTex, detScale));
   }
   else
   {
      // setup output to mul texCoord by detail scale
      meta->addStatement( new GenOp( "   @ = @.xy * @;\r\n", outTex, inTex, detScale ) );
   }

   return outTex;
}

Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd)
{
   ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);

   Var* diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));

   Var* ormConfig = (Var*)LangElement::find("ORMConfig");
   if (!ormConfig)
   {
      Var* metalness = (Var*)LangElement::find("metalness");
      if (!metalness)
      {
         metalness = new Var("metalness", "float");
         metalness->uniform = true;
         metalness->constSortPos = cspPotentialPrimitive;
      }

      Var* roughness = (Var*)LangElement::find("roughness");
      if (!roughness)
      {
         roughness = new Var("roughness", "float");
         roughness->uniform = true;
         roughness->constSortPos = cspPotentialPrimitive;
      }

      ormConfig = new Var("ORMConfig", "float4");
      LangElement* colorDecl = new DecOp(ormConfig);
      meta->addStatement(new GenOp("   @ = float4(0.0,1.0,@,@);\r\n", colorDecl, roughness, metalness)); //reconstruct matinfo, no ao darkening
   }

   Var* normal = (Var*)LangElement::find("normal");
   if (!normal)
   {
      normal = new Var("normal", "float3");
      meta->addStatement(new GenOp("  @;\r\n\n", new DecOp(normal)));

      Var* wsNormal = (Var*)LangElement::find("wsNormal");

      if (!fd.features[MFT_NormalMap])
      {
         if (!wsNormal)
            wsNormal = getInWorldNormal(componentList);

         meta->addStatement(new GenOp("  @ = normalize( @ );\r\n\n", normal, wsNormal));
      }
      else
      {
         meta->addStatement(new GenOp("   @ = normalize(  @ );\r\n", normal, wsNormal));
      }      
   }

   Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
   Var* wsPosition = getInWsPosition(componentList);
   Var* wsView = getWsView(wsPosition, meta);

   Var* surface = (Var*)LangElement::find("surface");

   if (!surface)
   {
      surface = new Var("surface", "Surface");
      meta->addStatement(new GenOp("  @ = createForwardSurface(@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, ormConfig,
         wsPosition, wsEyePos, wsView));
   }

   return surface;
}
//****************************************************************************
// Base Texture
//****************************************************************************

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

void DiffuseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
   getOutTexCoord(   "texCoord", 
                     "float2", 
                     fd.features[MFT_TexAnim], 
                     meta, 
                     componentList );
   output = meta;
}

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

void DiffuseMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   // grab connector texcoord register
   Var *inTex = getInTexCoord( "texCoord", "float2", componentList );

   //determine output target
   ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
   if (fd.features[MFT_isDeferred])
      targ = ShaderFeature::RenderTarget1;

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

   Var* diffuseMapTex = new Var;
   diffuseMapTex->setName("diffuseMapTex");
   diffuseMapTex->setType("Texture2D");
   diffuseMapTex->uniform = true;
   diffuseMapTex->texture = true;
   diffuseMapTex->constNum = diffuseMap->constNum;
   
   // create sample color
   Var *diffColor = new Var;
   diffColor->setType("float4");
   diffColor->setName("diffuseColor");
   LangElement *colorDecl = new DecOp(diffColor);

   MultiLine * meta = new MultiLine;
   output = meta;

   if (  fd.features[MFT_CubeMap] )
   {
      meta->addStatement(new GenOp("   @ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));
      meta->addStatement(new GenOp("   @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
   }
   else if(fd.features[MFT_DiffuseMapAtlas])
   {   
      // Handle atlased textures
      // http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=65&Itemid=47

      Var *atlasedTex = new Var;
      atlasedTex->setName("atlasedTexCoord");
      atlasedTex->setType("float2");
      LangElement *atDecl = new DecOp(atlasedTex);

      // Parameters of the texture atlas
      Var *atParams = new Var;
      atParams->setType("float4");
      atParams->setName("diffuseAtlasParams");
      atParams->uniform = true;
      atParams->constSortPos = cspPotentialPrimitive;

      // Parameters of the texture (tile) this object is using in the atlas
      Var *tileParams = new Var;
      tileParams->setType("float4");
      tileParams->setName("diffuseAtlasTileParams");
      tileParams->uniform = true;
      tileParams->constSortPos = cspPotentialPrimitive;

      const bool is_sm3 = (GFX->getPixelShaderVersion() > 2.0f);
      if(is_sm3)
      {
         // Figure out the mip level
         meta->addStatement(new GenOp("   float2 _dx = ddx(@ * @.z);\r\n", inTex, atParams));
         meta->addStatement(new GenOp("   float2 _dy = ddy(@ * @.z);\r\n", inTex, atParams));
         meta->addStatement(new GenOp("   float mipLod = 0.5 * log2(max(dot(_dx, _dx), dot(_dy, _dy)));\r\n"));
         meta->addStatement(new GenOp("   mipLod = clamp(mipLod, 0.0, @.w);\r\n", atParams));

         // And the size of the mip level
         meta->addStatement(new GenOp("   float mipPixSz = pow(2.0, @.w - mipLod);\r\n", atParams));
         meta->addStatement(new GenOp("   float2 mipSz = mipPixSz / @.xy;\r\n", atParams));
      }
      else
      {
         meta->addStatement(new GenOp("   float2 mipSz = float2(1.0, 1.0);\r\n"));
      }

      // Tiling mode
      // TODO: Select wrap or clamp somehow
      if( true ) // Wrap
         meta->addStatement(new GenOp("   @ = frac(@);\r\n", atDecl, inTex));
      else       // Clamp
         meta->addStatement(new GenOp("   @ = saturate(@);\r\n", atDecl, inTex));

      // Finally scale/offset, and correct for filtering
      meta->addStatement(new GenOp("   @ = @ * ((mipSz * @.xy - 1.0) / mipSz) + 0.5 / mipSz + @.xy * @.xy;\r\n", 
         atlasedTex, atlasedTex, atParams, atParams, tileParams));

      // Add a newline
      meta->addStatement(new GenOp( "\r\n"));

      // For the rest of the feature...
      inTex = atlasedTex;

      // To dump out UV coords...
//#define DEBUG_ATLASED_UV_COORDS
#ifdef DEBUG_ATLASED_UV_COORDS
      if(!fd.features[MFT_DeferredConditioner])
      {
         meta->addStatement(new GenOp("   @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
         meta->addStatement(new GenOp("   @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
         return;
      }
#endif
      meta->addStatement(new GenOp("   @ = @.SampleLevel(@,@,mipLod);\r\n",
         new DecOp(diffColor), diffuseMapTex, diffuseMap, inTex));

      meta->addStatement(new GenOp("   @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
   }
   else
   {
       meta->addStatement(new GenOp("@ = @.Sample(@, @);\r\n", colorDecl, diffuseMapTex, diffuseMap, inTex));

      meta->addStatement(new GenOp("   @;\r\n", assignColor(diffColor, Material::Mul, NULL, targ)));
   }   
}

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

   return res;
}

void DiffuseMapFeatHLSL::setTexData(   Material::StageData &stageDat,
                                       const MaterialFeatureData &fd,
                                       RenderPassData &passData,
                                       U32 &texIndex )
{
   GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
   if ( tex )
   {
      passData.mSamplerNames[ texIndex ] = "diffuseMap";
      passData.mTexSlot[ texIndex++ ].texObject = tex;
   }
}


//****************************************************************************
// Overlay Texture
//****************************************************************************

void OverlayTexFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   Var *inTex = getVertTexCoord( "texCoord2" );
   AssertFatal( inTex, "OverlayTexFeatHLSL::processVert() - The second UV set was not found!" );

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( "outTexCoord2" );
   outTex->setStructName( "OUT" );
   outTex->setType( "float2" );

   if( fd.features[MFT_TexAnim] )
   {
      inTex->setType( "float4" );

      // Find or create the texture matrix.
      Var *texMat = (Var*)LangElement::find( "texMat" );
      if ( !texMat )
      {
         texMat = new Var;
         texMat->setType( "float4x4" );
         texMat->setName( "texMat" );
         texMat->uniform = true;
         texMat->constSortPos = cspPass;   
      }
     
      output = new GenOp( "   @ = mul(@, @);\r\n", outTex, texMat, inTex );
      return;
   }
   
   // setup language elements to output incoming tex coords to output
   output = new GenOp( "   @ = @;\r\n", outTex, inTex );
}

void OverlayTexFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *inTex = connectComp->getElement( RT_TEXCOORD );
   inTex->setName( "texCoord2" );
   inTex->setStructName( "IN" );
   inTex->setType( "float2" );

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

   Var* diffuseMapTex = new Var;
   diffuseMapTex->setName("overlayMapTex");
   diffuseMapTex->setType("Texture2D");
   diffuseMapTex->uniform = true;
   diffuseMapTex->texture = true;
   diffuseMapTex->constNum = diffuseMap->constNum;

   LangElement *statement = new GenOp("@.Sample(@, @)", diffuseMapTex, diffuseMap, inTex);

   output = new GenOp( "   @;\r\n", assignColor( statement, Material::LerpAlpha ) );
}

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

void OverlayTexFeatHLSL::setTexData(   Material::StageData &stageDat,
                                       const MaterialFeatureData &fd,
                                       RenderPassData &passData,
                                       U32 &texIndex )
{
   GFXTextureObject *tex = stageDat.getTex( MFT_OverlayMap );
   if ( tex )
   {
      passData.mSamplerNames[texIndex] = "overlayMap";
      passData.mTexSlot[ texIndex++ ].texObject = tex;
   }
}


//****************************************************************************
// Diffuse color
//****************************************************************************

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

void DiffuseFeatureHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   Var *diffuseMaterialColor  = new Var;
   diffuseMaterialColor->setType( "float4" );
   diffuseMaterialColor->setName( "diffuseMaterialColor" );
   diffuseMaterialColor->uniform = true;
   diffuseMaterialColor->constSortPos = cspPotentialPrimitive;

   MultiLine* meta = new MultiLine;
   Var *col = (Var*)LangElement::find("col");
   ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
   if (fd.features[MFT_isDeferred])
   {
      targ = ShaderFeature::RenderTarget1;

      col = (Var*)LangElement::find("col1");
      if (!col)
      {
         // create color var
         col = new Var;
         col->setType("fragout");
         col->setName(getOutputTargetVarName(targ));
         col->setStructName("OUT");
         meta->addStatement(new GenOp("   @ = float4(1.0,1.0,1.0,1.0);\r\n", col));
      }
   }

   Material::BlendOp op;
   
   if (fd.features[MFT_DiffuseMap])
      op = Material::Mul;
   else
      op = Material::None;

   meta->addStatement( new GenOp( "   @;\r\n", assignColor( diffuseMaterialColor, op, NULL, targ ) ) );
   output = meta;
}


//****************************************************************************
// Diffuse vertex color
//****************************************************************************

void DiffuseVertColorFeatureHLSL::processVert(  Vector< ShaderComponent* >& componentList, 
                                                const MaterialFeatureData& fd )
{
   // Create vertex color connector if it doesn't exist.
   
   Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
   if( !outColor )
   {
      // Search for vert color.
      
      Var* inColor = dynamic_cast< Var* >( LangElement::find( "diffuse" ) );
      if( !inColor )
      {
         output = NULL;
         return;
      }
      
      // Create connector.

      ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
      AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
      outColor = connectComp->getElement( RT_COLOR );
      outColor->setName( "vertColor" );
      outColor->setStructName( "OUT" );
      outColor->setType( "float4" );

      output = new GenOp( "   @ = @.bgra;\r\n", outColor, inColor );
   }
   else
      output = NULL; // Nothing we need to do.
}

void DiffuseVertColorFeatureHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                                const MaterialFeatureData &fd )
{
   Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
   if( !vertColor )
   {
      ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
      AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
      vertColor = connectComp->getElement( RT_COLOR );
      vertColor->setName( "vertColor" );
      vertColor->setStructName( "IN" );
      vertColor->setType( "float4" );
   }
   
   MultiLine* meta = new MultiLine;
   if (fd.features[MFT_isDeferred])
      meta->addStatement(new GenOp("   @;\r\n", assignColor(vertColor, Material::Mul, NULL, ShaderFeature::RenderTarget1)));
   else
      meta->addStatement(new GenOp("   @;\r\n", assignColor(vertColor, Material::Mul)));
   output = meta;
}


//****************************************************************************
// Lightmap
//****************************************************************************

void LightmapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   // grab tex register from incoming vert
   Var *inTex = getVertTexCoord( "texCoord2" );

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( "texCoord2" );
   outTex->setStructName( "OUT" );
   outTex->setType( "float2" );

   // setup language elements to output incoming tex coords to output
   output = new GenOp( "   @ = @;\r\n", outTex, inTex );
}

void LightmapFeatHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *inTex = connectComp->getElement( RT_TEXCOORD );
   inTex->setName( "texCoord2" );
   inTex->setStructName( "IN" );
   inTex->setType( "float2" );

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

   Var *lightMapTex = new Var;
   lightMapTex->setName("lightMapTex");
   lightMapTex->setType("Texture2D");
   lightMapTex->uniform = true;
   lightMapTex->texture = true;
   lightMapTex->constNum = lightMap->constNum;
   
   // argh, ORMConfigMap should prob use this too
   if( fd.features[MFT_NormalMap] )
   {
      Var *lmColor = new Var;
      lmColor->setName( "lmColor" );
      lmColor->setType( "float4" );
      LangElement *lmColorDecl = new DecOp( lmColor );
      
      output = new GenOp("   @ = @.Sample(@, @);\r\n", lmColorDecl, lightMapTex, lightMap, inTex);

      return;
   }

   // Add realtime lighting, if it is available
   LangElement *statement = NULL;
   if( fd.features[MFT_RTLighting] )
   {
      // Advanced lighting is the only dynamic lighting supported right now
      Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
      if(inColor != NULL)
      {
         // Find out if RTLighting should be added or substituted
         bool bPreProcessedLighting = false;
         AdvancedLightBinManager *lightBin;
         if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
            bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();

         // Lightmap has already been included in the advanced light bin, so
         // no need to do any sampling or anything
         if (bPreProcessedLighting)
            statement = new GenOp("float4(@, 1.0)", inColor);
         else
         {
            statement = new GenOp("@.Sample(@, @) + float4(@.rgb, 0.0)", lightMapTex, lightMap, inTex, inColor);
         }
      }
   }
   
   // If we still don't have it... then just sample the lightmap.   
   if (!statement)
   {
      statement = new GenOp("@.Sample(@, @)", lightMapTex, lightMap, inTex);
   }

   // Assign to proper render target
   MultiLine *meta = new MultiLine;
   if( fd.features[MFT_LightbufferMRT] )
   {
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( statement, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
      meta->addStatement( new GenOp( "   @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
   }
   else
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( statement, Material::Mul ) ) );

   output = meta;
}

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

   return res;
}

void LightmapFeatHLSL::setTexData(  Material::StageData &stageDat,
                                    const MaterialFeatureData &fd,
                                    RenderPassData &passData,
                                    U32 &texIndex )
{
   GFXTextureObject *tex = stageDat.getTex( MFT_LightMap );
   passData.mSamplerNames[ texIndex ] = "lightMap";
   if ( tex )
      passData.mTexSlot[ texIndex++ ].texObject = tex;
   else
      passData.mTexType[ texIndex++ ] = Material::Lightmap;
}

U32 LightmapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
   return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
}

//****************************************************************************
// Tonemap
//****************************************************************************

void TonemapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   // Grab the connector
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // Set up the second set of texCoords
   Var *inTex2 = getVertTexCoord( "texCoord2" );

   if ( inTex2 )
   {
      Var *outTex2 = connectComp->getElement( RT_TEXCOORD );
      outTex2->setName( "texCoord2" );
      outTex2->setStructName( "OUT" );
      outTex2->setType( "float2" );

      output = new GenOp( "   @ = @;\r\n", outTex2, inTex2 );
   }
}

void TonemapFeatHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   // Grab connector
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   Var *inTex2 = connectComp->getElement( RT_TEXCOORD );
   inTex2->setName( "texCoord2" );
   inTex2->setStructName( "IN" );
   inTex2->setType( "float2" );

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

   Var *toneMapTex = new Var;
   toneMapTex->setName("toneMapTex");
   toneMapTex->setType("Texture2D");
   toneMapTex->uniform = true;
   toneMapTex->texture = true;
   toneMapTex->constNum = toneMap->constNum;

   MultiLine * meta = new MultiLine;

   // First get the toneMap color
   Var *toneMapColor = new Var;
   toneMapColor->setType( "float4" );
   toneMapColor->setName( "toneMapColor" );
   LangElement *toneMapColorDecl = new DecOp( toneMapColor );

   meta->addStatement(new GenOp("   @ = @.Sample(@, @);\r\n", toneMapColorDecl, toneMapTex, toneMap, inTex2));

   // We do a different calculation if there is a diffuse map or not
   Material::BlendOp blendOp = Material::Mul;
   if ( fd.features[MFT_DiffuseMap] )
   {
      // Reverse the tonemap
      meta->addStatement( new GenOp( "   @ = -1.0f * log(1.0f - @);\r\n", toneMapColor, toneMapColor ) );

      // Re-tonemap with the current color factored in
      blendOp = Material::ToneMap;
   }

   // Find out if RTLighting should be added
   bool bPreProcessedLighting = false;
   AdvancedLightBinManager *lightBin;
   if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
      bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();

   // Add in the realtime lighting contribution
   if ( fd.features[MFT_RTLighting] )
   {
      // Right now, only Advanced Lighting is supported
      Var *inColor = (Var*) LangElement::find( "d_lightcolor" );
      if(inColor != NULL)
      {
         // Assign value in d_lightcolor to toneMapColor if it exists. This is
         // the dynamic light buffer, and it already has the tonemap included
         if(bPreProcessedLighting)
            meta->addStatement( new GenOp( "   @.rgb = @;\r\n", toneMapColor, inColor ) );
         else
            meta->addStatement( new GenOp( "   @.rgb += @.rgb;\r\n", toneMapColor, inColor ) );
      }
   }

   // Assign to proper render target
   if( fd.features[MFT_LightbufferMRT] )
   {
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( toneMapColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
      meta->addStatement( new GenOp( "   @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
   }
   else
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( toneMapColor, blendOp ) ) );
  
   output = meta;
}

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

   return res;
}

void TonemapFeatHLSL::setTexData(  Material::StageData &stageDat,
                                    const MaterialFeatureData &fd,
                                    RenderPassData &passData,
                                    U32 &texIndex )
{
   GFXTextureObject *tex = stageDat.getTex( MFT_ToneMap );
   if ( tex )
   {
      passData.mTexType[ texIndex ] = Material::ToneMapTex;
      passData.mSamplerNames[ texIndex ] = "toneMap";
      passData.mTexSlot[ texIndex++ ].texObject = tex;
   }
}

U32 TonemapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
   return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
}

//****************************************************************************
// pureLIGHT Lighting
//****************************************************************************

void VertLitHLSL::processVert(   Vector<ShaderComponent*> &componentList, 
                                 const MaterialFeatureData &fd )
{
   // If we have a lightMap or toneMap then our lighting will be
   // handled by the MFT_LightMap or MFT_ToneNamp feature instead
   if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
   {
      output = NULL;
      return;
   }

   // Create vertex color connector if it doesn't exist.
   
   Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
   if( !outColor )
   {
      // Search for vert color
      Var *inColor = (Var*) LangElement::find( "diffuse" );   

      // If there isn't a vertex color then we can't do anything
      if( !inColor )
      {
         output = NULL;
         return;
      }

      // Grab the connector color
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      outColor = connectComp->getElement( RT_COLOR );
      outColor->setName( "vertColor" );
      outColor->setStructName( "OUT" );
      outColor->setType( "float4" );

      output = new GenOp( "   @ = @;\r\n", outColor, inColor );
   }
   else
      output = NULL; // Nothing we need to do.
}

void VertLitHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   // If we have a lightMap or toneMap then our lighting will be
   // handled by the MFT_LightMap or MFT_ToneNamp feature instead
   if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] )
   {
      output = NULL;
      return;
   }
   
   // Grab the connector color register
   Var* vertColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
   if( !vertColor )
   {
      ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
      AssertFatal( connectComp, "VertLitGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
      vertColor = connectComp->getElement( RT_COLOR );
      vertColor->setName( "vertColor" );
      vertColor->setStructName( "IN" );
      vertColor->setType( "float4" );
   }

   MultiLine * meta = new MultiLine;

   // Defaults (no diffuse map)
   Material::BlendOp blendOp = Material::Mul;
   LangElement *outColor = vertColor;

   // We do a different calculation if there is a diffuse map or not
   if ( fd.features[MFT_DiffuseMap] || fd.features[MFT_VertLitTone] )
   {
      Var * finalVertColor = new Var;
      finalVertColor->setName( "finalVertColor" );
      finalVertColor->setType( "float4" );
      LangElement *finalVertColorDecl = new DecOp( finalVertColor );
      
      // Reverse the tonemap
      meta->addStatement( new GenOp( "   @ = -1.0f * log(1.0f - @);\r\n", finalVertColorDecl, vertColor ) );

      // Set the blend op to tonemap
      blendOp = Material::ToneMap;
      outColor = finalVertColor;
   }

   // Add in the realtime lighting contribution, if applicable
   if ( fd.features[MFT_RTLighting] )
   {
      Var *rtLightingColor = (Var*) LangElement::find( "d_lightcolor" );
      if(rtLightingColor != NULL)
      {
         bool bPreProcessedLighting = false;
         AdvancedLightBinManager *lightBin;
         if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
            bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();

         // Assign value in d_lightcolor to toneMapColor if it exists. This is
         // the dynamic light buffer, and it already has the baked-vertex-color 
         // included in it
         if(bPreProcessedLighting)
            outColor = new GenOp( "float4(@.rgb, 1.0)", rtLightingColor );
         else
            outColor = new GenOp( "float4(@.rgb + @.rgb, 1.0)", rtLightingColor, outColor );
      }
   }

   // Output the color
   if ( fd.features[MFT_LightbufferMRT] )
   {
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( outColor, Material::None, NULL, ShaderFeature::RenderTarget3 ) ) );
      meta->addStatement( new GenOp( "   @.a = 0.0001;\r\n", LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget3) ) ) );
   }
   else
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( outColor, blendOp ) ) );

   output = meta;
}

U32 VertLitHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
{
   return fd.features[MFT_LightbufferMRT] ? ShaderFeature::RenderTarget3 : ShaderFeature::DefaultTarget;
}

//****************************************************************************
// Detail map
//****************************************************************************

void DetailFeatHLSL::processVert(   Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
   addOutDetailTexCoord( componentList, 
                         meta,
                         fd.features[MFT_TexAnim], fd.features[MFT_Foliage] );
   output = meta;
}

void DetailFeatHLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                 const MaterialFeatureData &fd )
{
   // Get the detail texture coord.
   Var *inTex = getInTexCoord( "detCoord", "float2", componentList );

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

   Var* detailMapTex = new Var;
   detailMapTex->setName("detailMapTex");
   detailMapTex->setType("Texture2D");
   detailMapTex->uniform = true;
   detailMapTex->texture = true;
   detailMapTex->constNum = detailMap->constNum;

   // We're doing the standard greyscale detail map
   // technique which can darken and lighten the 
   // diffuse texture.

   // TODO: We could add a feature to toggle between this
   // and a simple multiplication with the detail map.

   LangElement *statement = new GenOp("( @.Sample(@, @) * 2.0 ) - 1.0", detailMapTex, detailMap, inTex);

   if (  fd.features[MFT_isDeferred])
      output = new GenOp( "   @;\r\n", assignColor( statement, Material::Add, NULL, ShaderFeature::RenderTarget1 ) );
   else
      output = new GenOp( "   @;\r\n", assignColor( statement, Material::Add ) );
}

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

   return res;
}

void DetailFeatHLSL::setTexData( Material::StageData &stageDat,
                                 const MaterialFeatureData &fd,
                                 RenderPassData &passData,
                                 U32 &texIndex )
{
   GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
   if ( tex )
   {
      passData.mSamplerNames[texIndex] = "detailMap";
      passData.mTexSlot[ texIndex++ ].texObject = tex;
   }
}


//****************************************************************************
// Vertex position
//****************************************************************************

void VertPositionHLSL::determineFeature(  Material *material,
                                          const GFXVertexFormat *vertexFormat,
                                          U32 stageNum,
                                          const FeatureType &type,
                                          const FeatureSet &features,
                                          MaterialFeatureData *outFeatureData )
{
   // This feature is always on!
   outFeatureData->features.addFeature( type );
}

void VertPositionHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   // First check for an input position from a previous feature
   // then look for the default vertex position.
   Var *inPosition = (Var*)LangElement::find( "inPosition" );
   if ( !inPosition )
      inPosition = (Var*)LangElement::find( "position" );

   // grab connector position
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outPosition = connectComp->getElement(RT_SVPOSITION);
   
   outPosition->setName( "hpos" );
   outPosition->setStructName( "OUT" );

   MultiLine *meta = new MultiLine;

   Var *modelview = getModelView( componentList, fd.features[MFT_UseInstancing], meta ); 

   meta->addStatement( new GenOp( "   @ = mul(@, float4(@.xyz,1));\r\n", 
      outPosition, modelview, inPosition ) );

   if (fd.materialFeatures[MFT_isBackground])
   {
      meta->addStatement(new GenOp("   @ = @.xyww;\r\n", outPosition, outPosition));
   }

   output = meta;
}

void VertPositionHLSL::processPix( Vector<ShaderComponent*> &componentList,
                                   const MaterialFeatureData &fd)
{
   // grab connector position
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
   Var *outPosition = connectComp->getElement(RT_SVPOSITION);
   outPosition->setName("vpos");
   outPosition->setStructName("IN");
}


//****************************************************************************
// Reflect Cubemap
//****************************************************************************

void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   // search for vert normal
   Var *inNormal = (Var*) LangElement::find( "normal" );
   if ( !inNormal )
      return;

   MultiLine * meta = new MultiLine;

   // If a base or bump tex is present in the material, but not in the
   // current pass - we need to add one to the current pass to use
   // its alpha channel as a gloss map.  Here we just need the tex coords.
   if( !fd.features[MFT_DiffuseMap] &&
       !fd.features[MFT_NormalMap] )
   {
      if( fd.materialFeatures[MFT_DiffuseMap] ||
          fd.materialFeatures[MFT_NormalMap] )
      {
         // find incoming texture var
         Var *inTex = getVertTexCoord( "texCoord" );

         // grab connector texcoord register
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         Var *outTex = connectComp->getElement( RT_TEXCOORD );
         outTex->setName( "texCoord" );
         outTex->setStructName( "OUT" );
         outTex->setType( "float2" );

         // setup language elements to output incoming tex coords to output
         meta->addStatement( new GenOp( "   @ = @;\r\n", outTex, inTex ) );
      }
   }
       
    // create cubeTrans
    bool useInstancing = fd.features[MFT_UseInstancing];
    Var *cubeTrans = getObjTrans( componentList, useInstancing, meta );

    // cube vert position
    Var * cubeVertPos = new Var;
    cubeVertPos->setName( "cubeVertPos" );
    cubeVertPos->setType( "float3" );
    LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );

    meta->addStatement( new GenOp( "   @ = mul(@, float4(@,1)).xyz;\r\n", 
                        cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );

    // cube normal
    Var * cubeNormal = new Var;
    cubeNormal->setName( "cubeNormal" );
    cubeNormal->setType( "float3" );
    LangElement *cubeNormDecl = new DecOp( cubeNormal );

    meta->addStatement(new GenOp("   @ = ( mul( (@),  float4(@, 0) ) ).xyz;\r\n",
       cubeNormDecl, cubeTrans, inNormal));
       
    meta->addStatement(new GenOp("   @ = bool(length(@)) ? normalize(@) : @;\r\n",
         cubeNormal, cubeNormal, cubeNormal, cubeNormal));

    // grab the eye position
    Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
    if ( !eyePos )
    {
        eyePos = new Var( "eyePosWorld", "float3" );
        eyePos->uniform = true;
        eyePos->constSortPos = cspPass;
    }

    // eye to vert
    Var * eyeToVert = new Var;
    eyeToVert->setName( "eyeToVert" );
    eyeToVert->setType( "float3" );
    LangElement *e2vDecl = new DecOp( eyeToVert );

    meta->addStatement( new GenOp( "   @ = @ - @;\r\n", 
                        e2vDecl, cubeVertPos, eyePos ) );

    // grab connector texcoord register
    ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
    Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
    reflectVec->setName( "reflectVec" );
    reflectVec->setStructName( "OUT" );
    reflectVec->setType( "float3" );

    meta->addStatement( new GenOp( "   @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );

    output = meta;
}

void ReflectCubeFeatHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   MultiLine * meta = new MultiLine;
   Var *glossColor = NULL;
   
   // If a base or bump tex is present in the material, but not in the
   // current pass - we need to add one to the current pass to use
   // its alpha channel as a gloss map.
   if( !fd.features[MFT_DiffuseMap] &&
       !fd.features[MFT_NormalMap])
   {
      if( fd.materialFeatures[MFT_DiffuseMap] ||
          fd.materialFeatures[MFT_NormalMap])
      {
         // grab connector texcoord register
         Var *inTex = getInTexCoord("texCoord", "float2", componentList);

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

         Var* glowMapTex = new Var;
         glowMapTex->setName("glowMapTex");
         glowMapTex->setType("Texture2D");
         glowMapTex->uniform = true;
         glowMapTex->texture = true;
         glowMapTex->constNum = newMap->constNum;
      
         // create sample color
         Var *color = new Var;
         color->setType( "float4" );
         color->setName( "diffuseColor" );
         LangElement *colorDecl = new DecOp( color );

         glossColor = color;
         
          meta->addStatement(new GenOp("   @ = @.Sample( @, @ );\r\n", colorDecl, glowMapTex, newMap, inTex));
      }
   }
   if (!glossColor)
   {
      if (fd.features[MFT_isDeferred])
         glossColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
      if (!glossColor)
         glossColor = (Var*)LangElement::find("diffuseColor");
      if (!glossColor)
         glossColor = (Var*)LangElement::find("bumpNormal");
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *reflectVec = connectComp->getElement( RT_TEXCOORD );
   reflectVec->setName( "reflectVec" );
   reflectVec->setStructName( "IN" );
   reflectVec->setType( "float3" );

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

   Var* cubeMapTex = new Var;
   cubeMapTex->setName("cubeMapTex");
   cubeMapTex->setType("TextureCube");  // cubeMapTex->setType("TextureCube");
   cubeMapTex->uniform = true;
   cubeMapTex->texture = true;
   cubeMapTex->constNum = cubeMap->constNum;

   Var *cubeMips = new Var;
   cubeMips->setType("float");
   cubeMips->setName("cubeMips");
   cubeMips->uniform = true;
   cubeMips->constSortPos = cspPotentialPrimitive;

   // TODO: Restore the lighting attenuation here!
   Var *attn = NULL;
   //if ( fd.materialFeatures[MFT_DynamicLight] )
	   //attn = (Var*)LangElement::find("attn");
   //else 
      if ( fd.materialFeatures[MFT_RTLighting] )
      attn =(Var*)LangElement::find("d_NL_Att");
      
   LangElement *texCube = NULL;
   Var* matinfo = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
   Var *roughness = (Var*)LangElement::find("roughness");

   if (roughness) //try to grab roughness directly
   {
      texCube = new GenOp("@.SampleLevel( @, float3(@).rgb, min((1.0 - @)*@ + 1.0, @))", cubeMapTex, cubeMap, reflectVec, roughness, cubeMips, cubeMips);
   }
   else if (glossColor)//failing that, try and find color data
   {
      texCube = new GenOp("@.SampleLevel( @, float3(@).rgb, min((1.0 - @.b)*@ + 1.0, @))", cubeMapTex, cubeMap, reflectVec, glossColor, cubeMips, cubeMips);
   }
   else //failing *that*, just draw the cubemap
   {
      texCube = new GenOp("@.Sample( @, @ )", cubeMapTex, cubeMap, reflectVec);
   }

   LangElement *lerpVal = NULL;
   Material::BlendOp blendOp = Material::LerpAlpha;

   // Note that the lerpVal needs to be a float4 so that
   // it will work with the LerpAlpha blend.

   if (matinfo)
   {
      if (attn)
         lerpVal = new GenOp("@ * saturate( @ )", matinfo, attn);
      else
         lerpVal = new GenOp("@", matinfo);
   }
   else if ( glossColor )
   {
      if ( attn )
         lerpVal = new GenOp( "@ * saturate( @ )", glossColor, attn );
      else
         lerpVal = glossColor;
   }
   else
   {
      if ( attn )
         lerpVal = new GenOp( "saturate( @ ).xxxx", attn );
      else
         blendOp = Material::Mul;
   }
   
   Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
   if (fd.features[MFT_isDeferred])
   {
       //metalness: black(0) = color, white(1) = reflection
       if (fd.features[MFT_ToneMap])
          meta->addStatement(new GenOp("   @ *= @;\r\n", targ, texCube));
       else
          meta->addStatement(new GenOp("   @ = @;\r\n", targ, texCube));
   }
   else
   {
      meta->addStatement(new GenOp("   //forward lit cubemapping\r\n"));
      targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
      
      Var *metalness = (Var*)LangElement::find("metalness");
      if (metalness)
      {
         Var *dColor = new Var("dColor", "float3");
         Var *reflectColor = new Var("reflectColor", "float3");
         meta->addStatement(new GenOp("   @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), targ, targ, metalness));
         meta->addStatement(new GenOp("   @ = @.rgb*(@).rgb*@;\r\n", new DecOp(reflectColor), targ, texCube, metalness));
         meta->addStatement(new GenOp("   @.rgb = @+@;\r\n", targ, dColor, reflectColor));
      }
      else if (lerpVal)
         meta->addStatement(new GenOp("   @ *= float4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
      else
         meta->addStatement(new GenOp("   @.rgb *= @.rgb;\r\n", targ, texCube));
   }
   output = meta;
}

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

   if( fd.features[MFT_DiffuseMap] ||
       fd.features[MFT_NormalMap] )
   {
      res.numTex = 1;
      res.numTexReg = 1;
   }
   else
   {
      res.numTex = 2;
      res.numTexReg = 2;
   }

   return res;
}

void ReflectCubeFeatHLSL::setTexData(  Material::StageData &stageDat,
                                       const MaterialFeatureData &stageFeatures,
                                       RenderPassData &passData,
                                       U32 &texIndex )
{
   // set up a gloss map if one is not present in the current pass
   // but is present in the current material stage
   if( !passData.mFeatureData.features[MFT_DiffuseMap] &&
       !passData.mFeatureData.features[MFT_NormalMap] )
   {
      GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
      if (  tex && stageFeatures.features[MFT_DiffuseMap] )
      {
         passData.mSamplerNames[ texIndex ] = "diffuseMap";
         passData.mTexSlot[ texIndex++ ].texObject = tex;
      }
      else
      {
         tex = stageDat.getTex( MFT_NormalMap );

         if (  tex && stageFeatures.features[ MFT_NormalMap ] )
         {
            passData.mSamplerNames[ texIndex ] = "bumpMap";
            passData.mTexSlot[ texIndex++ ].texObject = tex;
         }
      }
   }

   if( stageDat.getCubemap() )
   {
      passData.mCubeMap = stageDat.getCubemap();
      passData.mSamplerNames[texIndex] = "cubeMap";
      passData.mTexType[texIndex++] = Material::Cube;
   }
   else
   {
      if( stageFeatures.features[MFT_CubeMap] )
      {
         // assuming here that it is a scenegraph cubemap
         passData.mSamplerNames[texIndex] = "cubeMap";
         passData.mTexType[texIndex++] = Material::SGCube;
      }
   }

}


//****************************************************************************
// RTLighting
//****************************************************************************

RTLightingFeatHLSL::RTLightingFeatHLSL()
   : mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl" ))
{
   addDependency( &mDep );
}

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

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   getOutWorldToTangent(componentList, meta, fd);

   // Special case for lighting imposters. We dont have a vert normal and may not
   // have a normal map. Generate and pass the normal data the pixel shader needs.
   if ( fd.features[MFT_ImposterVert] )
   {
      
      if ( !fd.features[MFT_NormalMap] )
      {
         Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
         if ( !eyePos )
         {
            eyePos = new Var( "eyePosWorld", "float3" );
            eyePos->uniform = true;
            eyePos->constSortPos = cspPass;
         }

         //Temporarily disabled while we figure out how to better handle normals without a normal map
         /*Var *inPosition = (Var*)LangElement::find( "position" );

         Var *outNormal = connectComp->getElement( RT_TEXCOORD );
         outNormal->setName( "wsNormal" );
         outNormal->setStructName( "OUT" );
         outNormal->setType( "float3" );

         // Transform the normal to world space.
         meta->addStatement( new GenOp( "   @ = normalize( @ - @.xyz );\r\n", outNormal, eyePos, inPosition ) );*/
      }

      addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );

      output = meta;

      return;
   }

   // Find the incoming vertex normal.
   Var *inNormal = (Var*)LangElement::find( "normal" );   

   // Skip out on realtime lighting if we don't have a normal
   // or we're doing some sort of baked lighting.
   if (  !inNormal || 
         fd.features[MFT_LightMap] || 
         fd.features[MFT_ToneMap] || 
         fd.features[MFT_VertLit] )
      return;   

   // If there isn't a normal map then we need to pass
   // the world space normal to the pixel shader ourselves.
   //Temporarily disabled while we figure out how to better handle normals without a normal map
   if ( !fd.features[MFT_NormalMap] )
   {
      Var *outNormal = connectComp->getElement( RT_TEXCOORD );
      outNormal->setName( "wsNormal" );
      outNormal->setStructName( "OUT" );
      outNormal->setType( "float3" );

      // Get the transform to world space.
      Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );

      // Transform the normal to world space.
      meta->addStatement( new GenOp( "   @ = mul( @, float4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
   }

   addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );

   output = meta;
}

void RTLightingFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   // Skip out on realtime lighting if we don't have a normal
   // or we're doing some sort of baked lighting.
   //
   // TODO: We can totally detect for this in the material
   // feature setup... we should move it out of here!
   //
   if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
      return;
  
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   MultiLine *meta = new MultiLine;

   // Now the wsPosition and wsView.
   Var* worldToTangent = getInWorldToTangent(componentList);
   Var* wsNormal = getInWorldNormal(componentList);
   Var *wsPosition = getInWsPosition( componentList );
   
   Var *wsView = getWsView( wsPosition, meta );
   
   // Look for a light mask generated from a previous
   // feature (this is done for BL terrain lightmaps).
   LangElement *lightMask = LangElement::find( "lightMask" );
   if ( !lightMask )
      lightMask = new GenOp( "float4( 1, 1, 1, 1 )" );

   // Get all the light constants.
   Var *inLightPos  = new Var( "inLightPos", "float4" );
   inLightPos->uniform = true;
   inLightPos->arraySize = 4;
   inLightPos->constSortPos = cspPotentialPrimitive;

   Var * inLightConfigData = new Var( "inLightConfigData", "float4" );
   inLightConfigData->uniform = true;
   inLightConfigData->arraySize = 4;
   inLightConfigData->constSortPos = cspPotentialPrimitive;

   Var *inLightColor  = new Var( "inLightColor", "float4" );
   inLightColor->uniform = true;
   inLightColor->arraySize = 4;
   inLightColor->constSortPos = cspPotentialPrimitive;

   Var *inLightSpotDir  = new Var( "inLightSpotDir", "float4" );
   inLightSpotDir->uniform = true;
   inLightSpotDir->arraySize = 4;
   inLightSpotDir->constSortPos = cspPotentialPrimitive;

   Var * lightSpotParams = new Var( "lightSpotParams", "float2" );
   lightSpotParams->uniform = true;
   lightSpotParams->arraySize = 4;
   lightSpotParams->constSortPos = cspPotentialPrimitive;

   Var* hasVectorLight = new Var("hasVectorLight", "int");
   hasVectorLight->uniform = true;
   hasVectorLight->constSortPos = cspPotentialPrimitive;

   Var* vectorLightDirection = new Var("vectorLightDirection", "float4");
   vectorLightDirection->uniform = true;
   vectorLightDirection->constSortPos = cspPotentialPrimitive;

   Var* vectorLightColor = new Var("vectorLightColor", "float4");
   vectorLightColor->uniform = true;
   vectorLightColor->constSortPos = cspPotentialPrimitive;

   Var* vectorLightBrightness = new Var("vectorLightBrightness", "float");
   vectorLightBrightness->uniform = true;
   vectorLightBrightness->constSortPos = cspPotentialPrimitive;

   Var* surface = getSurface(componentList, meta, fd);
   if (!surface)
   {
      Con::errorf("ShaderGen::RTLightingFeatHLSL()  - failed to generate surface!");
      return;
   }   
   Var *roughness = (Var*)LangElement::find("roughness");

   Var *metalness = (Var*)LangElement::find("metalness");

   Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));

   Var *ambient  = new Var( "ambient", "float4" );
   ambient->uniform = true;
   ambient->constSortPos = cspPass;
   
   Var* lighting = new Var("lighting", "float4");
   meta->addStatement(new GenOp("   @ = compute4Lights( @, @, @, @,\r\n"
      "      @, @, @, @, @, @, @);\r\n",
      new DecOp(lighting), surface, lightMask, inLightPos, inLightConfigData, inLightColor, inLightSpotDir, lightSpotParams,
         hasVectorLight, vectorLightDirection, vectorLightColor, vectorLightBrightness));

   meta->addStatement(new GenOp("   @.rgb += @.rgb;\r\n", curColor, lighting));

   output = meta;  
}

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

   // These features disable realtime lighting.
   if (  !fd.features[MFT_LightMap] && 
         !fd.features[MFT_ToneMap] &&
         !fd.features[MFT_VertLit] )
   {
      // If enabled we pass the position.
      res.numTexReg = 1;

      // If there isn't a bump map then we pass the
      // world space normal as well.
      if ( !fd.features[MFT_NormalMap] )
         res.numTexReg++;
   }

   return res;
}


//****************************************************************************
// Fog
//****************************************************************************

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

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

   const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
   if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
   {
      // Grab the eye position.
      Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
      if ( !eyePos )
      {
         eyePos = new Var( "eyePosWorld", "float3" );
         eyePos->uniform = true;
         eyePos->constSortPos = cspPass;
      }

      Var *fogData = new Var( "fogData", "float3" );
      fogData->uniform = true;
      fogData->constSortPos = cspPass;   

      Var *wsPosition = new Var( "fogPos", "float3" );
      getWsPosition( componentList, 
                     fd.features[MFT_UseInstancing], 
                     meta,
                     new DecOp( wsPosition ) );

      // We pass the fog amount to the pixel shader.
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      Var *fogAmount = connectComp->getElement( RT_TEXCOORD );
      fogAmount->setName( "fogAmount" );
      fogAmount->setStructName( "OUT" );
      fogAmount->setType( "float" );

      meta->addStatement( new GenOp( "   @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n", 
         fogAmount, eyePos, wsPosition, fogData, fogData, fogData ) );
   }
   else
   {
      // We fog in world space... make sure the world space
      // position is passed to the pixel shader.  This is
      // often already passed for lighting, so it takes up
      // no extra output registers.
      addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
   }

   output = meta;
}

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

   Var *fogColor = new Var;
   fogColor->setType( "float4" );
   fogColor->setName( "fogColor" );
   fogColor->uniform = true;
   fogColor->constSortPos = cspPass;

   // Get the out color.
   Var *color = (Var*) LangElement::find( "col" );
   if ( !color )
   {
      color = new Var;
      color->setType( "fragout" );
      color->setName( "col" );
      color->setStructName( "OUT" );
   }

   Var *fogAmount;

   const bool vertexFog = Con::getBoolVariable( "$useVertexFog", false );
   if ( vertexFog || GFX->getPixelShaderVersion() < 3.0 )
   {
      // Per-vertex.... just get the fog amount.
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      fogAmount = connectComp->getElement( RT_TEXCOORD );
      fogAmount->setName( "fogAmount" );
      fogAmount->setStructName( "IN" );
      fogAmount->setType( "float" );
   }
   else
   {
      Var *wsPosition = getInWsPosition( componentList );

      // grab the eye position
      Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
      if ( !eyePos )
      {
         eyePos = new Var( "eyePosWorld", "float3" );
         eyePos->uniform = true;
         eyePos->constSortPos = cspPass;
      }

      Var *fogData = new Var( "fogData", "float3" );
      fogData->uniform = true;
      fogData->constSortPos = cspPass;   

      /// Get the fog amount.
      fogAmount = new Var( "fogAmount", "float" );
      meta->addStatement( new GenOp( "   @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n", 
         new DecOp( fogAmount ), eyePos, wsPosition, fogData, fogData, fogData ) );
   }

   // Lerp between the fog color and diffuse color.
   LangElement *fogLerp = new GenOp( "lerp( @.rgb, @.rgb, @ )", fogColor, color, fogAmount );
   meta->addStatement( new GenOp( "   @.rgb = @;\r\n", color, fogLerp ) );

   output = meta;
}

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


//****************************************************************************
// Visibility
//****************************************************************************

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

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

   if ( fd.features[ MFT_UseInstancing ] )
   {
      // We pass the visibility to the pixel shader via
      // another output register.
      //
      // TODO: We should see if we can share this register
      // with some other common instanced data.
      //
      ShaderConnector *conn = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      Var *outVisibility = conn->getElement( RT_TEXCOORD );
      outVisibility->setStructName( "OUT" );
      outVisibility->setName( "visibility" );
      outVisibility->setType( "float" );

      ShaderConnector *vertStruct = dynamic_cast<ShaderConnector *>( componentList[C_VERT_STRUCT] );
      Var *instVisibility = vertStruct->getElement( RT_TEXCOORD, 1 );
      instVisibility->setStructName( "IN" );
      instVisibility->setName( "inst_visibility" );
      instVisibility->setType( "float" );
      mInstancingFormat->addElement( "visibility", GFXDeclType_Float, instVisibility->constNum );

      meta->addStatement( new GenOp( "   @ = @; // Instancing!\r\n", outVisibility, instVisibility ) );
   }

   if ( fd.features[ MFT_IsTranslucent ] )
      return;

   addOutVpos( meta, componentList );
}

void VisibilityFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{
   // Get the visibility constant.
   Var *visibility = NULL;
   if ( fd.features[ MFT_UseInstancing ] )
      visibility = getInTexCoord( "visibility", "float", componentList );
   else
   {
      visibility = (Var*)LangElement::find( "visibility" );

      if ( !visibility )
      {
         visibility = new Var();
         visibility->setType( "float" );
         visibility->setName( "visibility" );
         visibility->uniform = true;
         visibility->constSortPos = cspPotentialPrimitive;  
      }
   }

   MultiLine *meta = new MultiLine;
   output = meta;

   // Translucent objects do a simple alpha fade.
   if ( fd.features[ MFT_IsTranslucent ] )
   {
      Var *color = (Var*)LangElement::find( "col" );      
      meta->addStatement( new GenOp( "   @.a *= @;\r\n", color, visibility ) );
      return;
   }

   // Everything else does a fizzle.
   Var *vPos = getInVpos( meta, componentList );
   // vpos is a float4 in d3d11
   meta->addStatement( new GenOp( "   fizzle( @.xy, @ );\r\n", vPos, visibility ) );
}

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

   // TODO: Fix for instancing.
   
   if ( !fd.features[ MFT_IsTranslucent ] )
      res.numTexReg = 1;

   return res;
}

//****************************************************************************
// AlphaTest
//****************************************************************************

void AlphaTestHLSL::processPix(  Vector<ShaderComponent*> &componentList,
                                 const MaterialFeatureData &fd )
{
   // If we're below SM3 and don't have a depth output
   // feature then don't waste an instruction here.
   if (( GFX->getPixelShaderVersion() < 3.0 &&
        !fd.features[ MFT_EyeSpaceDepthOut ]  &&
        !fd.features[ MFT_DepthOut ] ) ||
         fd.features[MFT_IsTranslucent])
   {
      output = NULL;
      return;
   }

   // If we don't have a color var then we cannot do an alpha test.
   Var *color = (Var*)LangElement::find( "col1" );
   if (!color)
	   color = (Var*)LangElement::find("col");
   if ( !color )
   {
      output = NULL;
      return;
   }

   // Now grab the alpha test value.
   Var *alphaTestVal  = new Var;
   alphaTestVal->setType( "float" );
   alphaTestVal->setName( "alphaTestValue" );
   alphaTestVal->uniform = true;
   alphaTestVal->constSortPos = cspPotentialPrimitive;

   // Do the clip.
   output = new GenOp( "   clip( @.a - @ );\r\n", color, alphaTestVal );
}


//****************************************************************************
// GlowMask
//****************************************************************************

void GlowMaskHLSL::processPix(   Vector<ShaderComponent*> &componentList,
                                 const MaterialFeatureData &fd )
{
   output = NULL;

   // Get the output color... and make it black to mask out 
   // glow passes rendered before us.
   //
   // The shader compiler will optimize out all the other
   // code above that doesn't contribute to the alpha mask.
   Var *color = (Var*)LangElement::find( "col" );
   if ( color )
      output = new GenOp( "   @.rgb = 0;\r\n", color );
}


//****************************************************************************
// RenderTargetZero
//****************************************************************************

void RenderTargetZeroHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
   // Do not actually assign zero, but instead a number so close to zero it may as well be zero.
   // This will prevent a divide by zero causing an FP special on float render targets
   output = new GenOp( "   @;\r\n", assignColor( new GenOp( "0.00001" ), Material::None, NULL, mOutputTargetMask ) );
}


//****************************************************************************
// HDR Output
//****************************************************************************

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

void HDROutHLSL::processPix(  Vector<ShaderComponent*> &componentList,
                              const MaterialFeatureData &fd )
{
   // Let the helper function do the work.
   Var *color = (Var*)LangElement::find( "col" );
   if ( color )
      output = new GenOp( "   @ = hdrEncode( @ );\r\n", color, color );
}

//****************************************************************************
// FoliageFeatureHLSL
//****************************************************************************

#include "T3D/fx/groundCover.h"

FoliageFeatureHLSL::FoliageFeatureHLSL()
: mDep(ShaderGen::smCommonShaderPath + String("/foliage.hlsl" ))
{
   addDependency( &mDep );
}

void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                      const MaterialFeatureData &fd )
{      
   // Get the input variables we need.

   Var *inPosition = (Var*)LangElement::find( "inPosition" );
   if ( !inPosition )
      inPosition = (Var*)LangElement::find( "position" );
      
   Var *inColor = (Var*)LangElement::find( "diffuse" );   
   
   Var *inParams = (Var*)LangElement::find( "texCoord" );   

   MultiLine *meta = new MultiLine;

   // Declare the normal and tangent variables since they do not exist
   // in this vert type, but we do need to set them up for others.

   Var *normal = (Var*)LangElement::find( "normal" );   
   AssertFatal( normal, "FoliageFeatureHLSL requires vert normal!" );   

   Var *tangent = new Var;
   tangent->setType( "float3" );
   tangent->setName( "T" );
   LangElement *tangentDec = new DecOp( tangent );
   meta->addStatement( new GenOp( "   @;\n", tangentDec ) );         

   // We add a float foliageFade to the OUT structure.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *fade = connectComp->getElement( RT_TEXCOORD );
   fade->setName( "foliageFade" );
   fade->setStructName( "OUT" );
   fade->setType( "float" );

   // grab the eye position
   Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
   if ( !eyePos )
   {
      eyePos = new Var( "eyePosWorld", "float3" );
      eyePos->uniform = true;
      eyePos->constSortPos = cspPass;
   }

   // All actual work is offloaded to this method.
   meta->addStatement( new GenOp( "   foliageProcessVert( @, @, @, @, @, @ );\r\n", inPosition, inColor, inParams, normal, tangent, eyePos ) );   

   // Assign to foliageFade. InColor.a was set to the correct value inside foliageProcessVert.
   meta->addStatement( new GenOp( "   @ = @.a;\r\n", fade, inColor ) );

   output = meta;
}

void FoliageFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                     const MaterialFeatureData &fd )
{
   // Find / create IN.foliageFade
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *fade = connectComp->getElement( RT_TEXCOORD );
   fade->setName( "foliageFade" );
   fade->setStructName( "IN" );
   fade->setType( "float" );
      
   // Find / create visibility
   Var *visibility = (Var*) LangElement::find( "visibility" );
   if ( !visibility )
   {
      visibility = new Var();
      visibility->setType( "float" );
      visibility->setName( "visibility" );
      visibility->uniform = true;
      visibility->constSortPos = cspPotentialPrimitive;  
   }      

   MultiLine *meta = new MultiLine;

   // Multiply foliageFade into visibility.
   meta->addStatement( new GenOp( "   @ *= @;\r\n", visibility, fade ) );

   output = meta;
}

void FoliageFeatureHLSL::determineFeature( Material *material, const GFXVertexFormat *vertexFormat, U32 stageNum, const FeatureType &type, const FeatureSet &features, MaterialFeatureData *outFeatureData )
{      
   // This isn't really necessary since the outFeatureData will be filtered after
   // this call.
   if ( features.hasFeature( MFT_Foliage  ) )
      outFeatureData->features.addFeature( type );
}


ShaderFeatureConstHandles* FoliageFeatureHLSL::createConstHandles( GFXShader *shader, SimObject *userObject )
{
   GroundCover *gcover = dynamic_cast< GroundCover* >( userObject );
   AssertFatal( gcover != NULL, "FoliageFeatureHLSL::createConstHandles - userObject was not valid!" );

   GroundCoverShaderConstHandles *handles = new GroundCoverShaderConstHandles();
   handles->mGroundCover = gcover;

   handles->init( shader );
   
   return handles;
}


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

   // Calculate normal and tangent values since we want to keep particle verts
   // as light-weight as possible

   Var *normal = (Var*) LangElement::find("normal");
   if(normal == NULL)
   {
      normal = new Var;
      normal->setType( "float3" );
      normal->setName( "normal" );

      // These values are not accidental. It is slightly adjusted from facing straight into the
      // screen because there is a discontinuity at (0, 1, 0) for gbuffer encoding. Do not
      // cause this value to be (0, -1, 0) or interlaced normals will be discontinuous.
      // [11/23/2009 Pat]
      meta->addStatement(new GenOp("   @ = float3(0.0, -0.97, 0.14);\r\n", new DecOp(normal)));
   }

   Var *T = (Var*) LangElement::find( "T" );
   if(T == NULL)
   {
      T = new Var;
      T->setType( "float3" );
      T->setName( "T" );
      meta->addStatement(new GenOp("   @ = float3(0.0, 0.0, -1.0);\r\n", new DecOp(T)));
   }
}

//****************************************************************************
// ImposterVertFeatureHLSL
//****************************************************************************

ImposterVertFeatureHLSL::ImposterVertFeatureHLSL()
   :  mDep(ShaderGen::smCommonShaderPath + String("/imposter.hlsl" ))
{
   addDependency( &mDep );
}

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

   // Get the input vertex variables.   
   Var *inPosition = (Var*)LangElement::find( "position" );
   Var *inMiscParams = (Var*)LangElement::find( "tcImposterParams" );   
   Var *inUpVec = (Var*)LangElement::find( "tcImposterUpVec" );   
   Var *inRightVec = (Var*)LangElement::find( "tcImposterRightVec" );

   // Get the input shader constants.
   Var *imposterLimits  = new Var;
   imposterLimits->setType( "float4" );
   imposterLimits->setName( "imposterLimits" );
   imposterLimits->uniform = true;
   imposterLimits->constSortPos = cspPotentialPrimitive;

   Var *imposterUVs  = new Var;
   imposterUVs->setType( "float4" );
   imposterUVs->setName( "imposterUVs" );
   imposterUVs->arraySize = 64; // See imposter.hlsl
   imposterUVs->uniform = true;
   imposterUVs->constSortPos = cspPotentialPrimitive;

   Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
   if ( !eyePos )
   {
      eyePos = new Var( "eyePosWorld", "float3" );
      eyePos->uniform = true;
      eyePos->constSortPos = cspPass;
   }

   // Declare the outputs from this feature.
   Var *outInPosition = new Var;
   outInPosition->setType( "float3" );
   outInPosition->setName( "inPosition" );
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( outInPosition ) ) );         

   Var *outTexCoord = new Var;
   outTexCoord->setType( "float2" );
   outTexCoord->setName( "texCoord" );
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( outTexCoord ) ) );         

   Var *outWorldToTangent = new Var;
   outWorldToTangent->setType( "float3x3" );
   outWorldToTangent->setName( "worldToTangent" );
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( outWorldToTangent ) ) );         

   // Add imposterFade to the OUT structure.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outFade = connectComp->getElement( RT_TEXCOORD );
   outFade->setName( "imposterFade" );
   outFade->setStructName( "OUT" );
   outFade->setType( "float" ); 

   // Assign OUT.imposterFade
   meta->addStatement( new GenOp( "   @ = @.y;\r\n", outFade, inMiscParams ) );

   // All actual work is done in this method.
   meta->addStatement( new GenOp( "   imposter_v( @.xyz, @.w, @.x * length(@), normalize(@), normalize(@), @.y, @.x, @.z, @.w, @, @, @, @, @ );\r\n",

                        inPosition,
                        inPosition,

                        inMiscParams,
                        inRightVec,

                        inUpVec,
                        inRightVec,

                        imposterLimits,
                        imposterLimits,
                        imposterLimits,
                        imposterLimits,

                        eyePos,
                        imposterUVs,

                        outInPosition, 
                        outTexCoord,
                        outWorldToTangent ) );

   // Copy the position to wsPosition for use in shaders 
   // down stream instead of looking for objTrans.
   Var *wsPosition = new Var;
   wsPosition->setType( "float3" );
   wsPosition->setName( "wsPosition" );
   meta->addStatement( new GenOp( "   @ = @.xyz;\r\n", new DecOp( wsPosition ), outInPosition ) ); 

   // If we new viewToTangent... its the same as the
   // world to tangent for an imposter.
   Var *viewToTangent = new Var;
   viewToTangent->setType( "float3x3" );
   viewToTangent->setName( "viewToTangent" );
   meta->addStatement( new GenOp( "   @ = @;\r\n", new DecOp( viewToTangent ), outWorldToTangent ) );       
}

void ImposterVertFeatureHLSL::processPix( Vector<ShaderComponent*> &componentList,
                                          const MaterialFeatureData &fd )
{
   // Find / create IN.imposterFade
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *fade = connectComp->getElement( RT_TEXCOORD );
   fade->setName( "imposterFade" );
   fade->setStructName( "IN" );
   fade->setType( "float" );
      
   // Find / create visibility
   Var *visibility = (Var*) LangElement::find( "visibility" );
   if ( !visibility )
   {
      visibility = new Var();
      visibility->setType( "float" );
      visibility->setName( "visibility" );
      visibility->uniform = true;
      visibility->constSortPos = cspPotentialPrimitive;  
   }      

   MultiLine *meta = new MultiLine;

   // Multiply foliageFade into visibility.
   meta->addStatement( new GenOp( "   @ *= @;\r\n", visibility, fade ) );

   output = meta;
}

void ImposterVertFeatureHLSL::determineFeature( Material *material, 
                                                const GFXVertexFormat *vertexFormat, 
                                                U32 stageNum, 
                                                const FeatureType &type, 
                                                const FeatureSet &features, 
                                                MaterialFeatureData *outFeatureData )
{      
   if ( features.hasFeature( MFT_ImposterVert ) )
      outFeatureData->features.addFeature( MFT_ImposterVert );
}

//****************************************************************************
// HardwareSkinningFeatureHLSL
//****************************************************************************

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

   Var *inPosition = (Var*)LangElement::find( "inPosition" );
   Var *inNormal = (Var*)LangElement::find( "inNormal" );

   if ( !inPosition )
      inPosition = (Var*)LangElement::find( "position" );

   if ( !inNormal )
      inNormal = (Var*)LangElement::find( "normal" );

   Var* posePos = new Var("posePos", "float3");
   Var* poseNormal = new Var("poseNormal", "float3");
   Var* poseMat = new Var("poseMat", "float4x3");
   Var* poseRotMat = new Var("poseRotMat", "float3x3");
   Var* nodeTransforms = (Var*)LangElement::find("nodeTransforms");

   if (!nodeTransforms)
   {
      nodeTransforms = new Var("nodeTransforms", "float4x3");
      nodeTransforms->uniform = true;
      nodeTransforms->arraySize = TSShape::smMaxSkinBones;
      nodeTransforms->constSortPos = cspPotentialPrimitive;
   }
   
   U32 numIndices = mVertexFormat->getNumBlendIndices();
   meta->addStatement( new GenOp( "   @ = 0.0;\r\n", new DecOp( posePos ) ) );  
   meta->addStatement( new GenOp( "   @ = 0.0;\r\n", new DecOp( poseNormal ) ) );
   meta->addStatement( new GenOp( "   @;\r\n", new DecOp( poseMat ) ) );
   meta->addStatement(new GenOp("   @;\r\n   int i;\r\n", new DecOp(poseRotMat)));

   for (U32 i=0; i<numIndices; i++)
   {
      // NOTE: To keep things simple, we assume all 4 bone indices are used in each element chunk.
      LangElement* inIndices = (Var*)LangElement::find(String::ToString( "blendIndices%d", i ));
      LangElement* inWeights = (Var*)LangElement::find(String::ToString( "blendWeight%d", i ));
       
      AssertFatal(inIndices && inWeights, "Something went wrong here");
      AssertFatal(poseMat && nodeTransforms && posePos && inPosition && inWeights && poseNormal && inNormal && poseRotMat, "Something went REALLY wrong here");
      
      meta->addStatement( new GenOp( "   for (i=0; i<4; i++) {\r\n" ) );
         meta->addStatement( new GenOp( "      int poseIdx = int(@[i]);\r\n", inIndices ) );
         meta->addStatement( new GenOp( "      float poseWeight = @[i];\r\n", inWeights) );
         meta->addStatement( new GenOp( "      @ = @[poseIdx];\r\n", poseMat, nodeTransforms) );
         meta->addStatement( new GenOp( "      @ = (float3x3)@;\r\n", poseRotMat, poseMat) );
         meta->addStatement( new GenOp( "      @ += (mul(float4(@, 1), @)).xyz * poseWeight;\r\n", posePos, inPosition, poseMat) );
         meta->addStatement( new GenOp( "      @ += (mul(@,@) * poseWeight);\r\n", poseNormal, inNormal, poseRotMat) );
      meta->addStatement( new GenOp( "   }\r\n" ) );
   }
   
   // Assign new position and normal
   meta->addStatement( new GenOp( "   @ = @;\r\n", inPosition, posePos ) );
   meta->addStatement( new GenOp( "   @ = normalize(@);\r\n", inNormal, poseNormal ) );

   output = meta;
}

//****************************************************************************
// ReflectionProbeFeatHLSL
//****************************************************************************

ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
   : mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl"))
{
   addDependency(&mDep);
}

void ReflectionProbeFeatHLSL::processVert(Vector<ShaderComponent*>& componentList,
   const MaterialFeatureData& fd)
{
   MultiLine* meta = new MultiLine;
   output = meta;
   // Also output the worldToTanget transform which
   // we use to create the world space normal.
   getOutWorldToTangent(componentList, meta, fd);
}

void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
   const MaterialFeatureData &fd)
{
   // Skip out on realtime lighting if we don't have a normal
   // or we're doing some sort of baked lighting.
   //
   // TODO: We can totally detect for this in the material
   // feature setup... we should move it out of here!
   //
   if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
      return;

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

   MultiLine *meta = new MultiLine;
   
   // Now the wsPosition and wsView.
   Var* worldToTangent = getInWorldToTangent(componentList);
   Var *wsNormal = getInWorldNormal(componentList);
   Var* wsPosition = getInWsPosition(componentList);
   Var *wsView = getWsView(wsPosition, meta);
   
   //Reflection Probe WIP
   U32 MAX_FORWARD_PROBES = 4;

   Var *numProbes = new Var("numProbes", "int");
   numProbes->uniform = true;
   numProbes->constSortPos = cspPotentialPrimitive;

   Var *cubeMips = new Var("cubeMips", "float");
   cubeMips->uniform = true;
   cubeMips->constSortPos = cspPotentialPrimitive;

   Var * skylightCubemapIdx = new Var("skylightCubemapIdx", "float");
   skylightCubemapIdx->uniform = true;
   skylightCubemapIdx->constSortPos = cspPotentialPrimitive;

   Var *inProbePosArray = new Var("inProbePosArray", "float4");
   inProbePosArray->arraySize = MAX_FORWARD_PROBES;
   inProbePosArray->uniform = true;
   inProbePosArray->constSortPos = cspPotentialPrimitive;

   Var *inRefPosArray = new Var("inRefPosArray", "float4");
   inRefPosArray->arraySize = MAX_FORWARD_PROBES;
   inRefPosArray->uniform = true;
   inRefPosArray->constSortPos = cspPotentialPrimitive;

   Var * refBoxMinArray = new Var("inRefBoxMin", "float4");
   refBoxMinArray->arraySize = MAX_FORWARD_PROBES;
   refBoxMinArray->uniform = true;
   refBoxMinArray->constSortPos = cspPotentialPrimitive;

   Var * refBoxMaxArray = new Var("inRefBoxMax", "float4");
   refBoxMaxArray->arraySize = MAX_FORWARD_PROBES;
   refBoxMaxArray->uniform = true;
   refBoxMaxArray->constSortPos = cspPotentialPrimitive;

   Var *probeConfigData = new Var("probeConfigData", "float4");
   probeConfigData->arraySize = MAX_FORWARD_PROBES;
   probeConfigData->uniform = true;
   probeConfigData->constSortPos = cspPotentialPrimitive;

   Var *worldToObjArray = new Var("worldToObjArray", "float4x4");
   worldToObjArray->arraySize = MAX_FORWARD_PROBES;
   worldToObjArray->uniform = true;
   worldToObjArray->constSortPos = cspPotentialPrimitive;

   Var *BRDFTexture = new Var("BRDFTexture", "SamplerState");
   BRDFTexture->uniform = true;
   BRDFTexture->sampler = true;
   BRDFTexture->constNum = Var::getTexUnitNum();     // used as texture unit num here

   Var *BRDFTextureTex = new Var("texture_BRDFTexture", "Texture2D");
   BRDFTextureTex->uniform = true;
   BRDFTextureTex->texture = true;
   BRDFTextureTex->constNum = BRDFTexture->constNum;

   Var *specularCubemapAR = new Var("specularCubemapAR", "SamplerState");
   specularCubemapAR->uniform = true;
   specularCubemapAR->sampler = true;
   specularCubemapAR->constNum = Var::getTexUnitNum();     // used as texture unit num here

   Var *specularCubemapARTex = new Var("texture_specularCubemapAR", "TextureCubeArray");
   specularCubemapARTex->uniform = true;
   specularCubemapARTex->texture = true;
   specularCubemapARTex->constNum = specularCubemapAR->constNum;

   Var *irradianceCubemapAR = new Var("irradianceCubemapAR", "SamplerState");
   irradianceCubemapAR->uniform = true;
   irradianceCubemapAR->sampler = true;
   irradianceCubemapAR->constNum = Var::getTexUnitNum();     // used as texture unit num here

   Var *irradianceCubemapARTex = new Var("texture_irradianceCubemapAR", "TextureCubeArray");
   irradianceCubemapARTex->uniform = true;
   irradianceCubemapARTex->texture = true;
   irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;

   Var* surface = getSurface(componentList, meta, fd);

   if (!surface)
   {
      Con::errorf("ShaderGen::ReflectionProbeFeatHLSL()  - failed to generate surface!");
      return;
   }

   Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));

   //Reflection vec
   Var* ibl = (Var*)LangElement::find("ibl");
   if (!ibl)
   {
      ibl = new Var("ibl", "float3");
   }

   String computeForwardProbes = String::String("   @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
   computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t"); 
   computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
      
   meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refBoxMinArray, refBoxMaxArray, inRefPosArray,
      skylightCubemapIdx, BRDFTexture,
      irradianceCubemapAR, specularCubemapAR));

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

   output = meta;
}

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

   res.numTex = 3;
   res.numTexReg = 3;

   return res;
}

void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
   const MaterialFeatureData &stageFeatures,
   RenderPassData &passData,
   U32 &texIndex)
{
   if (stageFeatures.features[MFT_ReflectionProbes])
   {
      passData.mSamplerNames[texIndex] = "BRDFTexture";
      passData.mTexType[texIndex++] = Material::Standard;
      // assuming here that it is a scenegraph cubemap
      passData.mSamplerNames[texIndex] = "specularCubemapAR";
      passData.mTexType[texIndex++] = Material::SGCube;
      passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
      passData.mTexType[texIndex++] = Material::SGCube;
   }
}
