<?xml version="1.0" encoding="utf-8"?>
<CustomShader version="3" classRequirement="">
    <Parameters>
        <Parameter name="RDT" target="RDT" type="float4" group="base" defaultValue="1.0 1.0 20.0 20.0" minValue="0.0 0.0 0.0 0.0" maxValue="1.0 1.0 50.0 50.0"/>
        <Parameter name="dirtColor50keda" target="dirtColor50keda" type="float3" group="base" defaultValue="0.2 0.14 0.08 0.0" minValue="0.0 0.0 0.0 0.0" maxValue="1.0 1.0 1.0 0.0"/>
        <Parameter name="offsetUV" target="offsetUV" type="float4" group="offsetUV" defaultValue="0.0 0.0 0.0 0.0" minValue="-10.0 -10.0 -10.0 -10.0" maxValue="10.0 10.0 10.0 10.0"/>
        <Parameter name="uvCenterSize" target="uvCenterSize" type="float4" group="uvRotate" defaultValue="0.5 0.5 1.0 1.0" minValue="-1.0 -1.0 0.0 0.0" maxValue="1.0 1.0 50.0 50.0"/>
        <Parameter name="uvScale" target="uvScale" type="float4" group="uvScale" defaultValue="1.0 1.0 1.0 1.0" minValue="-10.0 -10.0 -10.0 -10.0" maxValue="10.0 10.0 10.0 10.0"/>
        <Parameter name="colorScale" target="colorScale" type="float4" group="color" defaultValue="0.8 0.55 0.055 1.0" minValue="0.0 0.0 0.0 0.0" maxValue="1.0 1.0 1.0 1.0"/>
        <Parameter name="morphPosition" target="morphPosition" type="float4" group="morphPosition" defaultValue="-0.45 -0.915 0.5 0.1" minValue="-4.0 -4.0 0.0 0.0" maxValue="2.0 2.0 1.0 1.0"/>
        <Parameter name="morph50keda" target="morph50keda" type="float3" group="morphPosition" defaultValue="0.22 0.915 1.0" minValue="0.0 0.0 0.0" maxValue="2.0 2.0 8.0"/>
        <Parameter name="scrollPosition" target="scrollPosition" type="float4" group="scroll" defaultValue="0.0 0.0 0.0 0.0"/>
        <Parameter name="lengthAndRadius" target="lengthAndRadius" type="float4" group="scroll" defaultValue="2.0 0.5 0.0 0.0"/>
        <Parameter name="widthAndDiam" target="widthAndDiam" type="float2" group="rim" defaultValue="40 40"/>
        <Parameter name="connectorPos" target="connectorPos" type="float4" group="connectorPos" defaultValue="0 80 40 40"/>
        <Parameter name="numberOfStaticsAndDiam" target="numberOfStaticsAndDiam" type="float2" group="numStatics" defaultValue="4 40"/>
        <Parameter name="connectorPosAndScale" target="connectorPosAndScale" type="float3" group="connectorPosAndScale" defaultValue="0 80 1.0"/>
        <Parameter name="beltPos" target="beltPos" type="float" group="beltPos" defaultValue="0.0"/>
        <Parameter name="cv0" target="cv0" type="float4" group="catmull" defaultValue="2 2 -5 0"/>
        <Parameter name="cv1" target="cv1" type="float4" group="catmull" defaultValue="0 0 0 0"/>
        <Parameter name="cv2" target="cv2" type="float4" group="catmull" defaultValue="0 0 10 0"/>
        <Parameter name="cv3" target="cv3" type="float4" group="catmull" defaultValue="-2 2 15 0"/>
        <Parameter name="lengthInvLength" target="lengthInvLength" type="float4" group="catmull" defaultValue="10 0.1 0 0"/>
    </Parameters>
    <Textures>
        <Texture name="DirtNmap" defaultColorProfile="linearRGB" defaultFilename="../shared/dirt_normal.png"/>
    </Textures>
    <Variations>
        <Variation name="meshScroll" groups="base scroll"><![CDATA[
        // Enables caterpillar mesh scrolling
        #define MESH_SCROLL
]]></Variation>
        <Variation name="uvScroll" groups="base offsetUV"><![CDATA[
        // Enables UV scrolling
        #define UV_SCROLL
]]></Variation>
        <Variation name="uvRotate" groups="base offsetUV uvRotate"><![CDATA[
        // Enables UV rotation
        #define UV_ROTATE
]]></Variation>
        <Variation name="uvScale" groups="base uvScale"><![CDATA[
        // Enables UV scaling
        #define UV_SCALE
]]></Variation>
        <Variation name="Decal"><![CDATA[
        // Enables 2nd UV set for specular
        #define DECAL_RENDER
]]></Variation>
        <Variation name="Window"><![CDATA[
        // should be used with akphaBlended material
        #define WINDOW
]]></Variation>
        <Variation name="colorMask" groups="base color"><![CDATA[
        // Enables colorPainting by mask from glossMap.a
        #define COLOR_MASK
]]></Variation>
        <Variation name="tirePressureDeformation" groups="base morphPosition"><![CDATA[
        // Enables deformation of the tire (offset vertices of the mesh)
        #define TIRE_PRESSURE_DEFORMATION
]]></Variation>
        <Variation name="RIM" groups="base rim color"><![CDATA[
        // Enables smart scale for some parts of the mesh (masked by vertex colors)
        // see example file
        #define RIM
        #define DISABLE_VERTEX_COLOR
]]></Variation>
        <Variation name="RIM_colorMask" groups="base rim color"><![CDATA[
        #define RIM
        #define COLOR_MASK
        #define DISABLE_VERTEX_COLOR
]]></Variation>
        <Variation name="RIM_numberOfStatics_colorMask" groups="base numStatics color"><![CDATA[
        #define NUMBER_OF_STATICS_AND_DIAM
        #define RIM_NUMBER_OF_STATICS
        #define COLOR_MASK
        #define DISABLE_VERTEX_COLOR
]]></Variation>
        <Variation name="RIM_DUAL1_colorMask" groups="base connectorPos numStatics color"><![CDATA[
        // Enables smart scale for some parts of the mesh (masked by vertex colors)
        // see example file
        #define RIM_DUAL1
        #define NUMBER_OF_STATICS_AND_DIAM
        #define COLOR_MASK
        #define DISABLE_VERTEX_COLOR
]]></Variation>
        <Variation name="HUB_DUAL1_colorMask" groups="base connectorPosAndScale color"><![CDATA[
        // Enables smart scale for some parts of the mesh (masked by vertex colors)
        // see example file
        #define HUB_DUAL1
        #define COLOR_MASK
        #define DISABLE_VERTEX_COLOR
]]></Variation>
        <Variation name="BELT_KUHN" groups="base beltPos"><![CDATA[
        // Enables smart mesh and uv deform (masked by vertex colors)
        // see example file
        #define BELT_KUHN
        #define DISABLE_VERTEX_COLOR
]]></Variation>
        <Variation name="LOCAL_CATMULL_ROM" groups="base catmull"><![CDATA[
        // Enables 4 points Catmull rom spline
        #define LOCAL_CATMULL_ROM
]]></Variation>
    </Variations>
    <LodLevel startDistance="0">
        <CodeInjections>
            <CodeInjection position="MATERIALINFO"><![CDATA[
#if defined( DISABLE_VERTEX_COLOR )
        #if defined(VERTEX_COLOR)
                #undef VERTEX_COLOR
        #endif
#endif
/*
        RDT.x - NOT USED YET
        RDT.y - Dirt Amount
        RDT.z - Dirt Texture Tile
*/
        uniform float4 RDT;
/*
        dirtColor50keda.x - R channel of dirt color
        dirtColor50keda.y - G channel of dirt color
        dirtColor50keda.z - B channel of dirt color
*/
        uniform float3 dirtColor50keda;
#if defined( MESH_SCROLL )
/*
        Assumption fisrt_circle.radius == second_circle.radius, see example file how to use it
        scrollPosition.x  - position of the caterpillar elements (scrolling time based parameter)
        lengthAndRadius.x - caterpillar length (from fisrt_circle center to second_circle center)
        lengthAndRadius.y - caterpillar radius (circle radius)
*/
        uniform float4 scrollPosition;
        uniform float4 lengthAndRadius;
#endif
#if defined( UV_SCROLL ) || defined( UV_ROTATE )
/*
        offsetUV.xy - translate
        offsetUV.z  - rotate
*/
        uniform float4 offsetUV;
#endif
#if defined( UV_ROTATE )
/*
        uvCenterSize.xy - roattion center in UV space (for example, 0.25 0.5 )
        uvCenterSize.zw - proportion of the texture ( for example, 2x1 (horizontal x vertical) == 512x256 )
*/
        uniform float4 uvCenterSize;
#endif
#if defined( UV_SCALE )
/*
        uvScale.xy - scale UV
*/
        uniform float4 uvScale;
#endif
#if defined( COLOR_MASK )
/*
        colorScale - rgb color multiplied by albedo.rgb, uses specular.a for masking
*/
        uniform float4 colorScale;
#endif
#if defined( TIRE_PRESSURE_DEFORMATION )
/*
        Enables tirePressureDeformation uses morphPosition parameter
        morphPosition.x - start deforming position ( objectSpace by "Y" )
        morphPosition.y - end deforming position ( objectSpace by "Y" )
        morphPosition.z - mPushOutRatio HARDCODED // relationship between deformation and mPushOut ( 0 - [do noting], 1 - [mPushOut == mPushUp] )
        morphPosition.w - mPushUp - deformation in meters
*/
        uniform float4 morphPosition;
/*
    Enables improved blending for tire presure
    morph50keda.x - X offset to start transforming tire (in reality tire is deforming only on sides, so we should deform everything on X axis)
    morph50keda.y - end deforming horizontal position
    morph50keda.z - tire push out deformation multiplicator
*/
    uniform float3 morph50keda;
#endif
#if defined( RIM )
/*
        widthAndDiam.x - rim width (real size in inches)
        widthAndDiam.y - diameter of the rim (real size in inches)
*/
        uniform float2 widthAndDiam;
#endif
#if defined( RIM_DUAL1 )
/*
        connectorPos.x - offset of the hooks ( absolute, do not offset other parameters, in inches )
        connectorPos.y - fisrt rim width (real size in inches)
        connectorPos.z - connection between rims (real sixe in inches)
        connectorPos.w - second rim width (real size in inches)

        Pivot point for the second rim (in meters) is:
        ( 0.5*connectorPos.y + connectorPos.z + 0.5*connectorPos.w ) * 0.0254
*/
        uniform float4 connectorPos;
#endif
#if defined( NUMBER_OF_STATICS_AND_DIAM )
/*
        numberOfStaticsAndDiam.x - number of hooks
        numberOfStaticsAndDiam.y - diameter of the rim (real size in inches)
*/
        uniform float2 numberOfStaticsAndDiam;
#endif
#if defined( HUB_DUAL1 )
/*
        connectorPosAndScale.x - offset of the center ( absolute, do not offset other parameters, in inches )
        connectorPosAndScale.y - offset to the second hub (real size in inches)
        connectorPosAndScale.z - object scale
*/
        uniform float3 connectorPosAndScale;
#endif
#if defined( BELT_KUHN )
/*
        beltPos - defines bending position of vertices
*/
        uniform float beltPos;
#endif
#if defined( LOCAL_CATMULL_ROM )
/*
        the curve is placed between cv1 and cv2.
        cv0 and cv3 control the tangential direction at cv1 and cv2 respectively
*/
        uniform float4 cv0;
        uniform float4 cv1;
        uniform float4 cv2;
        uniform float4 cv3;
        uniform float4 lengthInvLength;
#endif
]]></CodeInjection>
            <CodeInjection position="SAMPLERS"><![CDATA[
sampler2D DirtNmap;
]]></CodeInjection>
            <CodeInjection position="FS_GLOBALS"><![CDATA[
        float4 gGloss;
        float  gAO;
        float  gDirt;
        float  maxSpecularIntensity;
]]></CodeInjection>
            <CodeInjection position="CONFIG_DEFINES"><![CDATA[
#if GPU_PROFILE < GPU_PROFILE_MEDIUM
        #if defined( REFLECTION_MAP_CUBE )
                #undef REFLECTION_MAP_CUBE
        #endif
#endif

#if GPU_PROFILE > GPU_PROFILE_MEDIUM
        #define COOK_TORRANCE_GGX_SHADING
#endif

#if defined( DECAL_RENDER )
        // Remap gloss map lookups to our custom tex coord
        #define GLOSSMAP_TEXCOORD glossMapTexCoords2
#endif
]]></CodeInjection>
            <CodeInjection position="VS_OUTPUT"><![CDATA[
#if defined( DECAL_RENDER )
float2 glossMapTexCoords2 : TEXCOORDn;
#endif
]]></CodeInjection>
            <CodeInjection position="SAMPLERS"><![CDATA[
#if defined( UV_ROTATE )
float2 m_getUVRotationSinCos( )
{
        float mTime = offsetUV.z;
        float2 mSinCos;
        // compute sin and cos for this angle
        sincos( mTime, mSinCos.x, mSinCos.y );
        return mSinCos;
}
#endif
]]></CodeInjection>
            <CodeInjection position="GET_POSITION_VS"><![CDATA[
        float3 mPos          = In.position.xyz;
#if defined( BELT_KUHN )
        mPos.x += beltPos*In.color.x;
        mPos.x += 2*beltPos*In.color.z;
        return mPos;
#endif
#if defined( NUMBER_OF_STATICS_AND_DIAM )
        float mDiameter = 0.0254 * numberOfStaticsAndDiam.y;
        // Apply radial distortion (we assume that the initial mesh radius is 1)
        if (In.color.w < 0.5) {
                // Move whole blocks towards the center that are placed around the rim with the same angular distance
                float stepSize = 6.283185307179586476925286766559 / numberOfStaticsAndDiam.x;
                float angle = atan2(In.position.y, In.position.z);
                angle = floor(angle / stepSize + 0.5) * stepSize;
                float2 d = float2(sin(angle), cos(angle));
                mPos.yz = In.position.yz + d * (mDiameter-1)*0.5;
        } else {
                mPos.yz = In.position.yz + normalize(In.position.yz) * (mDiameter-1)*0.5;
        }
#endif
#if defined( RIM_NUMBER_OF_STATICS )
        return mPos;
#endif
#if defined( RIM )
        float2 mWidthAndDiam = 0.0254 * widthAndDiam.xy; // inch to meter convertion
        // Apply radial distortion (we assume that the mesh radius is 1)
        mPos.yz = In.position.yz + normalize(In.position.yz) * (mWidthAndDiam.y-1)*0.5;
        // Apply distortion along x axis from 2 control points (control points in the mesh are assumed to be 0.5 from the center)
        mPos.x  = In.color.x * (In.position.x + mWidthAndDiam.x*0.5-0.5);
        mPos.x += In.color.y * (In.position.x - mWidthAndDiam.x*0.5+0.5);
        mPos.x += (1-(dot(In.color.xy, float2(1,1)))) * In.position.x;
        return mPos;
#endif
#if defined( RIM_DUAL1 )
        // Apply distortion along x axis from 3 control points (distance between control points in the mesh is assumed to be 1)
        float mSide = 1.0;
        if ( In.position.x < 0 ) {
                mSide  = -1.0;
        }
        float4 mRealPosition =  0.0254 * connectorPos; // convert inches to meters
        mPos.x = (1-In.color.x)*(1-In.color.y)*(1-In.color.z)*( In.position.x + mSide*mRealPosition.x);
        mRealPosition.y *= 0.5;
        mPos.x += In.color.x * (In.position.x + mSide*(mRealPosition.y-1));
        mRealPosition.z += mRealPosition.y;
        mPos.x += In.color.y * (In.position.x + mSide*(mRealPosition.z-2));
        mRealPosition.w += mRealPosition.z;
        mPos.x += In.color.z * (In.position.x + mSide*(mRealPosition.w-3));
        mPos.x += (1-(dot(In.color.xyz, float3(1,1,1)))) * In.position.x;
        return mPos;
#endif
#if defined( HUB_DUAL1 )
        float2 mRealPosition = 0.0254 * connectorPosAndScale.xy;
        float mSide = 1.0;
        if ( In.position.x < 0 ) {
                mSide  = -1.0;
        }
        mPos.x += In.color.x * mSide*( - 1 );
        mPos *= connectorPosAndScale.z;
        mPos.x += In.color.y * mSide*( 4 *(1 - connectorPosAndScale.z ) );

        mPos.x += In.color.x * mSide* mRealPosition.x;
        mPos.x += In.color.y * mSide* ( mRealPosition.y - 4 );
        return mPos;
#endif
#if defined( TIRE_PRESSURE_DEFORMATION )
    float3 localY = mul(float3(0,1,0), (float3x3)modelMatrix);
    localY.x = 0;
        localY = normalize(localY);

        float3 mDeformedPosition = In.position.xyz;
    float localYPosition = dot(In.position, localY);

    float Y = In.position.y;
    float Z = In.position.z;
    float localYZPosition = sqrt( Y * Y + Z * Z ); // distance to center on YZ axis

        float mBlendIn  = morphPosition.x;
        float mBlendOut = morphPosition.y;

        float mMaskBase = saturate((localYPosition - mBlendIn) / ( mBlendOut - mBlendIn ));
        float mMask = sin( mMaskBase * 3.14159 );

        float mPushOutRatio = 0.5; //morphPosition.z;
        float mPushUp  = (morphPosition.w - 0.02);
        float mBound   = abs( mBlendOut - mBlendIn );
        mPushUp = clamp( mPushUp, 0.0, mBound );
        float mPushOut = mPushUp * morph50keda.z * mPushOutRatio;

    float mBlendX = saturate(abs(In.position.x) / morph50keda.x);
    mBlendX *= sin( (saturate(localYZPosition / morph50keda.y)) * 3.14159 ) * 2;
    mDeformedPosition.x += mPushOut * mMask * sign(In.position.x) * mBlendX;
        mDeformedPosition += localY * (mPushUp * mMaskBase);
        return float4( mDeformedPosition, 1.0 );
#endif
]]></CodeInjection>
            <CodeInjection position="POST_SET_TEXCOORDS_VS"><![CDATA[
#if defined( BELT_KUHN )
        float2 mUV = convertDefaultTexCoords( In, In.texCoords0.xy );
        float mScaler1 = beltPos + 1;
        float mScaler2 = 1 - 0.5 * beltPos;
        mUV.y = lerp( mUV.y, mUV.y * mScaler1, In.color.y );
        mUV.y = lerp( mUV.y, ( mUV.y + 0.25 ) * mScaler2 - 0.25, In.color.w );
        float mBlendFactor = In.color.x*(1-In.color.y)*(1-In.color.z)*(1-In.color.w);
        float mScaler3 = 0.5 * beltPos;
        mUV.y = lerp( mUV.y, mUV.y + mScaler3, mBlendFactor);
        Out.defaultTexCoords = mUV;
#endif
#if defined( DECAL_RENDER )
        // Pass second UVSet to the Pixel Shader
        Out.glossMapTexCoords2 = convertDefaultTexCoords(In, In.texCoords1.xy);
#endif
#if defined( UV_ROTATE ) && defined( ALBEDO_MAP )
        float2 mOutgoingUV = getDefaultTexCoords(In);
        mOutgoingUV *= uvCenterSize.zw;
        float2 mRotationCenter = uvCenterSize.xy;
        mRotationCenter *= uvCenterSize.zw;
        float2 mSinCos = m_getUVRotationSinCos();
        // move the rotation center to the origin
        float2 mTmpUV = mOutgoingUV - mRotationCenter;
        // rotate the uv
        mOutgoingUV.x = dot( mTmpUV, float2( mSinCos.y, - mSinCos.x ) );
        mOutgoingUV.y = dot( mTmpUV, mSinCos.xy );
        // move the uv's back to the correct place
        mOutgoingUV += mRotationCenter;
        mOutgoingUV /= uvCenterSize.zw;
        Out.defaultTexCoords = mOutgoingUV;
#endif
#if defined( UV_SCROLL ) && defined( ALBEDO_MAP )
        float2 mUV = getDefaultTexCoords(In);
        mUV.xy += offsetUV.xy;
        Out.defaultTexCoords = mUV;

#endif
#if defined( UV_SCALE ) && defined( ALBEDO_MAP )
        float2 mUV = getDefaultTexCoords(In);
        mUV.xy *= uvScale.xy;
        Out.defaultTexCoords = mUV;
#endif
]]></CodeInjection>
            <CodeInjection position="START_POS_VS"><![CDATA[
#if defined( MESH_SCROLL )
        float mTotalLenght = 3.1415926*lengthAndRadius.y + 2*lengthAndRadius.x;

        float crawlerRadius = lengthAndRadius.y;
        float crawlerRadiusPi = 3.1415926*crawlerRadius;
        float crawlerLength = lengthAndRadius.x;

        float posFirstRot = crawlerLength;
        float posAfterRot = posFirstRot + crawlerRadiusPi;
        float posAfterBottom = posAfterRot + crawlerLength;
        float posAfterLastRot = posAfterBottom + crawlerRadiusPi;

        float offsetZRaw = mTotalLenght * ( scrollPosition.x - floor(scrollPosition.x) );
        position.z = fmod(position.z+offsetZRaw,posAfterLastRot);

        float3 origPosition = position.xyz;

        if (origPosition.z > posFirstRot)
        {
                // z=0 -> 0
                // z=pi*r -> pi
                float angle = (origPosition.z - posFirstRot) / crawlerRadius;
                position.z = posFirstRot + sin(angle)*origPosition.y;
                position.y = cos(angle)*origPosition.y;
                if (origPosition.z > posAfterRot) {
                        position.z = posFirstRot - (origPosition.z - posAfterRot);
                        position.y = -origPosition.y;
                        if (origPosition.z > posAfterBottom) {
                                // z=0 -> 0
                                // z=pi*r -> pi
                                float angle = (origPosition.z - posAfterBottom) / crawlerRadius;
                                position.z = - sin(angle)*origPosition.y;
                                position.y = - cos(angle)*origPosition.y;
                        }
                }
        }
#endif
#if defined( LOCAL_CATMULL_ROM )
{
        float3 v = float3( position.x, position.y, 0 );

        //    q(t) = 0.5f *((2 * P1) + (-P0 + P2) * t + (2*P0 - 5*P1 + 4*P2 - P3) * t^2 + (-P0 + 3*P1 - 3*P2 + P3) * t^3)

        float sT = position.z/lengthInvLength.x;
        float3 splinePos = 0.5f *((2.0f* cv1.xyz) + (- cv0.xyz+ cv2.xyz)*sT + (2.0f* cv0.xyz - 5.0f* cv1.xyz + 4.0f* cv2.xyz -  cv3.xyz) * (sT*sT) + (- cv0.xyz + 3.0f* cv1.xyz - 3.0f* cv2.xyz +  cv3.xyz) * (sT*sT*sT));

        float sT2 = (position.z+0.01f)/lengthInvLength.x;
        float3 splinePos2 = 0.5f *((2.0f* cv1.xyz) + (- cv0.xyz+ cv2.xyz)*sT2 + (2.0f* cv0.xyz - 5.0f* cv1.xyz + 4.0f* cv2.xyz -  cv3.xyz) * (sT2*sT2) + (- cv0.xyz + 3.0f* cv1.xyz - 3.0f* cv2.xyz +  cv3.xyz) * (sT2*sT2*sT2));

          // calculate rotation matrix
        float3 z1 = float3(0.0f, 0.0f, 1.0f);
        float3 z2 = normalize( splinePos2.xyz - splinePos.xyz );

        float3 ra = normalize( cross(z2, z1) );             // rot. axis
        float a = acos( dot(z2, z1) );                      // rot. angle

        float sa = sin(a);
        float ca = cos(a);
        float cam = 1.0f - ca;

        float3x3 rotMat = float3x3(
                ra.x*ra.x * cam + ca,       ra.y*ra.x * cam + ra.z*sa,  ra.z*ra.x * cam - ra.y*sa,
                ra.x*ra.y * cam - ra.z*sa,  ra.y*ra.y * cam + ca,       ra.z*ra.y * cam + ra.x*sa,
                ra.x*ra.z * cam + ra.y*sa,  ra.y*ra.z * cam - ra.x*sa,  ra.z*ra.z * cam + ca
                );

        position.xyz = splinePos.xyz + mul( rotMat, v );
}
#endif
]]></CodeInjection>
            <CodeInjection position="GET_NORMAL_VS"><![CDATA[
#if defined( MESH_SCROLL )
        float3 normal = In.normal.xyz;
        float mTotalLenght = 3.1415926*lengthAndRadius.y + 2*lengthAndRadius.x;

        float crawlerRadius = lengthAndRadius.y;
        float crawlerRadiusPi = 3.1415926*crawlerRadius;
        float crawlerLength = lengthAndRadius.x;

        float posFirstRot = crawlerLength;
        float posAfterRot = posFirstRot + crawlerRadiusPi;
        float posAfterBottom = posAfterRot + crawlerLength;
        float posAfterLastRot = posAfterBottom + crawlerRadiusPi;

        float offsetZRaw = mTotalLenght * ( scrollPosition.x - floor(scrollPosition.x) );
        float posZ = fmod(getPosition(In).z+offsetZRaw,posAfterLastRot);

        if (posZ > posFirstRot) {
                // z=0 -> 0
                // z=pi*r -> pi
                float angle = (posZ - posFirstRot) / crawlerRadius;

                float cosAngle = cos(angle);
                float sinAngle = sin(angle);

                normal.y = cosAngle*In.normal.y - sinAngle*In.normal.z;
                normal.z = sinAngle*In.normal.y + cosAngle*In.normal.z;
                if (posZ > posAfterRot) {
                        normal.yz = -In.normal.yz;
                        if (posZ > posAfterBottom) {
                                // z=0 -> 0
                                // z=pi*r -> pi
                                float angle = (posZ - posAfterBottom) / crawlerRadius;

                                float cosAngle = cos(angle);
                                float sinAngle = sin(angle);

                                normal.y = -cosAngle*In.normal.y + sinAngle*In.normal.z;
                                normal.z = -sinAngle*In.normal.y - cosAngle*In.normal.z;
                        }
                }
        }

        return normal;
#endif
]]></CodeInjection>
            <CodeInjection position="GET_TANGENT_VS"><![CDATA[
#if defined( MESH_SCROLL )
        float3 tangent = In.tangent.xyz;
        float mTotalLenght = 3.1415926*lengthAndRadius.y + 2*lengthAndRadius.x;

        float crawlerRadius = lengthAndRadius.y;
        float crawlerRadiusPi = 3.1415926*crawlerRadius;
        float crawlerLength = lengthAndRadius.x;

        float posFirstRot = crawlerLength;
        float posAfterRot = posFirstRot + crawlerRadiusPi;
        float posAfterBottom = posAfterRot + crawlerLength;
        float posAfterLastRot = posAfterBottom + crawlerRadiusPi;

        float offsetZRaw = mTotalLenght * ( scrollPosition.x - floor(scrollPosition.x) );
        float posZ = fmod(getPosition(In).z+offsetZRaw,posAfterLastRot);

        if (posZ > posFirstRot) {
                // z=0 -> 0
                // z=pi*r -> pi
                float angle = (posZ - posFirstRot) / crawlerRadius;

                float cosAngle = cos(angle);
                float sinAngle = sin(angle);

                tangent.y = cosAngle*In.tangent.y - sinAngle*In.tangent.z;
                tangent.z = sinAngle*In.tangent.y + cosAngle*In.tangent.z;
                if (posZ > posAfterRot) {
                        tangent.yz = -In.tangent.yz;
                        if (posZ > posAfterBottom) {
                                // z=0 -> 0
                                // z=pi*r -> pi
                                float angle = (posZ - posAfterBottom) / crawlerRadius;

                                float cosAngle = cos(angle);
                                float sinAngle = sin(angle);

                                tangent.y = -cosAngle*In.tangent.y + sinAngle*In.tangent.z;
                                tangent.z = -sinAngle*In.tangent.y - cosAngle*In.tangent.z;
                        }
                }
        }
        return tangent;
#endif
#if defined( UV_ROTATE ) && defined( ALBEDO_MAP )
        float2 mSinCos = m_getUVRotationSinCos();

        float3 b = cross(In.normal.xyz, In.tangent.xyz)*In.tangent.w;
        float3 t = In.tangent.xyz;

        // Rotate tangent in oposite direction than uvs to compensate changed tangent space
        return float3(
                t.x*mSinCos.y - b.x*mSinCos.x,
                t.y*mSinCos.y - b.y*mSinCos.x,
                t.z*mSinCos.y - b.z*mSinCos.x);
#endif
]]></CodeInjection>
            <CodeInjection position="GET_BITANGENT_VS"><![CDATA[
#if defined( MESH_SCROLL )
        return cross(getNormal(In), getTangent(In))*In.tangent.w;
#endif
#if defined( UV_ROTATE ) && defined( ALBEDO_MAP )
        return cross(In.normal.xyz, getTangent(In))*In.tangent.w;
#endif
]]></CodeInjection>
            <CodeInjection position="START_FS"><![CDATA[
#if defined( GLOSS_MAP )
/*
glossMap.r - roughness
glossMap.g - ambient occlusion
glossMap.b - dirt mask
glossMap.a - color mask ( if enabled )
*/
        globals.gGloss = tex2D( glossMap, In.vs.GLOSSMAP_TEXCOORD).rgba;
        globals.gAO    = globals.gGloss.g;
        float texDirt  = 1 - globals.gGloss.b;
        globals.gDirt  = saturate( (texDirt*1.05 - (RDT.g - 0.5)) * 2 );
#else
        globals.gGloss = 0;
        globals.gAO = 0;
        globals.gDirt = 0;
#endif
globals.maxSpecularIntensity = 0.5; // iron
]]></CodeInjection>
            <CodeInjection position="GET_UNNORMALIZED_TANGENT_SPACE_NORMAL_FS"><![CDATA[
#if defined( NORMAL_MAP )
        float3 mNormal;
        #ifdef NORMAL_MAP_SIGNED_2CHANNEL
                // use BC5 signed format for the normal map
                mNormal.xy = tex2D(normalMap, In.vs.NORMALMAP_TEXCOORD).xy;
                mNormal.z = sqrt(1.0 - dot(mNormal.xy, mNormal.xy));
        #else
                mNormal = tex2D(normalMap, In.vs.NORMALMAP_TEXCOORD).xyz - 0.5;
        #endif
        float3 mDirtNmap = tex2D( DirtNmap, float2( RDT.z, RDT.w ) * In.vs.NORMALMAP_TEXCOORD ).xyz - 0.5;
        return mNormal + float3(mDirtNmap.xy, 0.0) * (1 - globals.gDirt);
#endif
]]></CodeInjection>
            <CodeInjection position="GET_TANGENT_SPACE_NORMAL_FS"><![CDATA[
#if defined( NORMAL_MAP )
        return normalize(getUnnormalizedTangentSpaceNormal(In, globals));
#endif
]]></CodeInjection>
            <CodeInjection position="POST_ALBEDO_FS"><![CDATA[
#if defined( SPECULAR ) && defined( GLOSS_MAP )
        #if defined( COLOR_MASK )
                albedo.xyz = lerp( albedo.rgb, albedo.rgb * colorScale.rgb, globals.gGloss.a );
        #endif
        #if defined( WINDOW )
                albedo.xyz += clamp( 0.65 *( 1-globals.gDirt ), 0.0, 1.0 );
        #else
                float3 mDirtColor = dirtColor50keda.xyz; // HardCoded Dirt Color
                albedo.xyz = lerp( mDirtColor, albedo.xyz, globals.gDirt); // DirtColor lerp
        #endif
        albedo.xyz *= globals.gAO; // Multiply AO for DIFFUSE
#endif
]]></CodeInjection>
            <CodeInjection position="POST_GLOSS_COLOR_FS"><![CDATA[
#if defined( SPECULAR ) && defined( GLOSS_MAP )
        #if defined( WINDOW )
        roughness = 0.1;
        #else
                float cosPower = max(cCosPower * globals.gGloss.r * globals.gDirt, 0.1);
        roughness = sqrt(sqrt(2.0/(cosPower+2.0)));
        #endif
        glossColor.xyz = (float3)(globals.gGloss.r*globals.gDirt);
        glossColor.xyz *= globals.maxSpecularIntensity*globals.gAO; // Multiply AO for SPECULAR
        #if defined( WINDOW ) && !defined( REFLECTION_MAP_CUBE )
                glossColor.xyz *= float3(0.0,0.0,0.0);
        #endif
#endif
]]></CodeInjection>
            <CodeInjection position="GET_REFLECTION_COLOR_FS"><![CDATA[
#if GPU_PROFILE >= GPU_PROFILE_MEDIUM
        #if defined( REFLECTION_MAP_2D ) || defined( REFLECTION_MAP_CUBE )
                float3 mResult = getReflectionColorTex( In, globals, normal, tangentSpaceNormal, viewDir );
                #if defined( WINDOW )
                        mResult *= getFresnel( facing, cReflectionCoeff , 1.0 );
                #else
                        mResult *= globals.maxSpecularIntensity;
                        #if defined( REFLECTION_MAP_CUBE )
                                float3 mTintColorTop    = float3( 0.217, 0.612, 1.00 ); // hard-coded blue tint color
                                float3 mTintColorBottom = float3( 0.058, 0.040, 0.03 ); // hard-coded ground tint color
                                // cReflectionCoeff == refractiveIndex - comes from xml file
                                // if 1 - fresnel default
                                // if 0 - fresnel more visible
                                float mFresnelBias = cReflectionCoeff;
                                float mWorldNormalY = normal.y;
                                mResult += lerp( mTintColorBottom, mTintColorTop , clamp(mWorldNormalY, 0.0, 1.0 ) ) * getFresnel( facing, mFresnelBias , 4.0 );
                        #endif
                #endif
        #if defined( GLOSS_MAP )
                float mReflectionIntensityMap = 1.0;
                float mDirt = 0.0;
                #if defined( WINDOW )
                        mReflectionIntensityMap = 1.0;
                        mDirt = globals.gDirt;
                #else
                        mReflectionIntensityMap = globals.gGloss.r;
                        mDirt = globals.gDirt * ( 1 - clamp( RDT.g, 0.0, 0.9 ) );
                #endif
                mReflectionIntensityMap *= mDirt;
                mResult *= mReflectionIntensityMap;
                mResult *= globals.gAO; // Multiply AO for REFLECTION
        #endif
                float envScale = 0.2;
                #if ( NUM_DIRECTIONAL_LIGHTS > 0 )
                        float3 reflDir =  reflect(-viewDir.xyz, normal.xyz);
                        float directionalEnvMapBias = 0.5; // Fresnel Visisbility in Shadowed Area
                        float3 lightDir = bufferFetch(clusterLightsBuffer, 0).xyz;
                        float3 lightDiffuseColor = bufferFetch(clusterLightsBuffer, 1).xyz;
                        mResult *= dot(normalize(reflDir), lightDir) * ( 1 - directionalEnvMapBias ) + directionalEnvMapBias;
                        envScale = lightDiffuseColor.y;
                #endif
                mResult *= envScale;
                mResult += oColor.xyz;  // ADD previously calculated diffuse and specular
                res = mResult;
        #endif
#endif
]]></CodeInjection>
            <CodeInjection position="FINAL_POS_FS"><![CDATA[
#if defined( ALPHA_BLENDED )
        #if defined( WINDOW )
                oColor.a += clamp( 0.65*(1-globals.gDirt), 0.0, 1.0 );
        #endif
#endif

#if defined(DEBUG_SHOW_PARALLAX)
{
        float a = roughness * roughness;
        float a2 = a * a;
        float cosPower = min(2 / a2 - 2, 2048);
        oColor.xyz *= 0.0001;
        oColor.xyz += pow(cosPower/100, 2.2);
}
#endif
]]></CodeInjection>
        </CodeInjections>
    </LodLevel>
</CustomShader>
