<?xml version="1.0" encoding="utf-8"?>

<CustomShader version="4">
    <Parameters>
        <Parameter name="fadeProgress" target="fadeProgress" type="float4" defaultValue = "1.0 1.0 0.0 0.0" minValue = "-1.0 -1.0 0.0 0.0" maxValue = "1.0 1.0 1.0 1.0"/>
        <Parameter name="UVScaleSpeed" target="UVScaleSpeed" type="float4" defaultValue = "0.75 0.1 -0.3 0.0" minValue = "-10.0 -10.0 -10.0 -10.0" maxValue = "10.0 10.0 10.0 10.0"/>
        <Parameter name="ColorAlpha" target="ColorAlpha" type="float4" defaultValue = "1.0 1.0 1.0 2.5" minValue = "0.0 0.0 0.0 0.0" maxValue = "1.0 1.0 1.0 5.0"/>
    </Parameters>
    <Textures>
        <Texture name="Mask"     defaultColorProfile = "linearRGB" defaultFilename = "../particleSystems/fx_clouds01_diffuse.png"/>
    </Textures>
    <VertexAttributes>
        <VertexAttribute name="uv1" group="base"/>
    </VertexAttributes>
    <LodLevel startDistance = "0" alphaForceMode = "use">
        <CodeInjections>
            <CodeInjection position="SAMPLERS">
<![CDATA[
    sampler2D Mask;
]]>
            </CodeInjection>
            <CodeInjection position="MATERIALINFO">
<![CDATA[
    /*
    fadeProgress.x - FadeIN:    start = -1.0 end = 1.0
    fadeProgress.y - FadeOUT:   start = 1.0 end = -1.0

    Fully Visible       fadeProgress.x = 1.0        "1.0 1.0 0.0 0.0"
                        fadeProgress.y = 1.0
    Fully Invisible     fadeProgress.x = -1.0       "-1.0 -1.0 0.0 0.0"
                        fadeProgress.y = -1.0
    */
    uniform float4 fadeProgress;
    uniform float4 UVScaleSpeed;
    uniform float4 ColorAlpha;
]]>
            </CodeInjection>
            <CodeInjection position="LIB_FUNCTION_FS">
<![CDATA[
float getDepthFade(FS_INPUT In, FS_GLOBALS globals, float fadeDistance)
{
    float screenDepth = In.vs.screenPosZ / In.vs.screenPosW * 0.5 + 0.5;
    float screenDepthLinear = convertDepthToEyeZ(screenDepth);
    float sceneDepthLinear = convertDepthToEyeZ(getSceneDepth(In, globals));
    return saturate((sceneDepthLinear - screenDepthLinear)/fadeDistance);
}
]]>
            </CodeInjection>
            <CodeInjection position="VS_OUTPUT">
<![CDATA[
float2 defaultTexCoords2 : TEXCOORDn;
]]>
            </CodeInjection>
            <CodeInjection position="POST_SET_TEXCOORDS_VS">
<![CDATA[
    // Pass second UVSet to the Pixel Shader
    Out.defaultTexCoords2 = convertDefaultTexCoords(In, In.texCoords1.xy);
    // =================================
]]>
            </CodeInjection>
            <CodeInjection position="GET_POSITION_VS">
<![CDATA[
    float mSpeed = 3.0 * cTime_s;
    float mFrequency = 60.0;
    // Do not use Invert !! ( 1 - x ) strange behavior
    float texCoords1 = convertDefaultTexCoords(In, In.texCoords1.xy);
    float mAmplitude = 2.5 * In.texCoords1.y;
    float offset1 = ( 0.5 * sin( mSpeed - ( In.texCoords1.x + In.texCoords1.y ) * mFrequency ) + 0.5 ) * mAmplitude;
    float3 mDeformedPosition = offset1 * In.normal.xyz;
    // =================================
    return In.position.xyz + mDeformedPosition;
]]>
            </CodeInjection>
            <CodeInjection position = "FS_GLOBALS">
<![CDATA[
    float gAlpha;
]]>
            </CodeInjection>
            <CodeInjection position = "START_FS">
<![CDATA[
    float2 mSpeed   = UVScaleSpeed.yz * cTime_s;
    float  mUVscale = UVScaleSpeed.x ;

    float2 mA = tex2D( Mask, (        mUVscale * In.vs.ALBEDOMAP_TEXCOORD ) + mSpeed * mUVscale ).ba;
    float2 mB = tex2D( Mask, ( 1.33 * mUVscale * In.vs.ALBEDOMAP_TEXCOORD ) + mSpeed * mUVscale ).ba;
    globals.gAlpha = mA.x * mB.x * mA.y * mB.y;
    globals.gAlpha = clamp( ColorAlpha.a * globals.gAlpha, 0.0 , 1.0 );
]]>
            </CodeInjection>
            <CodeInjection position="POST_DIFFUSE_FS">
<![CDATA[
    diffuseColor.rgb = ColorAlpha.rgb;
]]>
            </CodeInjection>
            <CodeInjection position="POST_GLOSS_COLOR_FS">
<![CDATA[
#if defined( SPECULAR ) && defined( ALPHA_BLENDED )
    #undef SPECULAR // Disable specular color
#endif
]]>
            </CodeInjection>
            <CodeInjection position="ALPHA_FS">
<![CDATA[
#if defined( ALPHA_BLENDED )
    float mAlphaFresnel = 1.0;
    float mAlphaGrad = 1.0;
    float2 mUV = In.vs.defaultTexCoords2;
    // =================================
    float mFadeIN  = 1.0;
    float mFadeOUT = 1.0;
    // -1.0 ==>  1.0
    mFadeIN   = 0.5 * fadeProgress.x + 0.5;
    //  1.0 ==> -1.0
    mFadeOUT  = 0.5 * fadeProgress.y + 0.5;
    // =================================
    float4 mUVmega = float4( mUV.x, mUV.y, 1 - mUV.x, 1 - mUV.y );
    mUVmega = 1 - mUVmega;
    mUVmega *= mUVmega * mUVmega;
    mUVmega = 1 - mUVmega;
    mAlphaGrad = mUVmega.x * mUVmega.z * mUVmega.y * mUVmega.w;
    mAlphaFresnel = pow( 1 - facing, 4 );
    alpha = mAlphaFresnel * mAlphaGrad * globals.gAlpha * mFadeIN * mFadeOUT;
#endif
#if GPU_PROFILE >= GPU_PROFILE_HIGH
    alpha *= getDepthFade(In, globals, 0.5);
#endif
]]>
            </CodeInjection>
        </CodeInjections>
    </LodLevel>
</CustomShader>
