/*
 * Copyright 2023 Comcast Cable Communications Management, LLC
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 * SPDX-License-Identifier: Apache-2.0
 */

import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';

/*
 * If not stated otherwise in this file or this component's LICENSE file the
 * following copyright and licenses apply:
 *
 * Copyright 2023 Comcast Cable Communications Management, LLC.
 *
 * Licensed under the Apache License, Version 2.0 (the License);
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

export const Default: WebGlShaderType = {
  vertex: `
    # ifdef GL_FRAGMENT_PRECISION_HIGH
    precision highp float;
    # else
    precision mediump float;
    # endif

    attribute vec2 a_position;
    attribute vec2 a_textureCoords;
    attribute vec4 a_color;
    attribute vec2 a_nodeCoords;

    uniform vec2 u_resolution;
    uniform float u_pixelRatio;

    varying vec4 v_color;
    varying vec2 v_textureCoords;
    varying vec2 v_nodeCoords;

    void main() {
      vec2 normalized = a_position * u_pixelRatio;
      vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);

      v_color = a_color;
      v_nodeCoords = a_nodeCoords;
      v_textureCoords = a_textureCoords;

      gl_Position = vec4(normalized.x * screenSpace.x - 1.0, normalized.y * -abs(screenSpace.y) + 1.0, 0.0, 1.0);
      gl_Position.y = -sign(screenSpace.y) * gl_Position.y;
    }
  `,
  fragment: `
    # ifdef GL_FRAGMENT_PRECISION_HIGH
    precision highp float;
    # else
    precision mediump float;
    # endif

    uniform vec2 u_resolution;
    uniform sampler2D u_texture;

    varying vec4 v_color;
    varying vec2 v_textureCoords;

    void main() {
      vec4 color = texture2D(u_texture, v_textureCoords);
      gl_FragColor = vec4(v_color) * texture2D(u_texture, v_textureCoords);
    }
  `,
};
