	
	#version 300 es

	precision highp float;

	#ifndef NORMAL_MAP
		#define NORMAL_MAP 0
	#endif
	
	#ifndef PARALLAX
		#define PARALLAX 0
	#endif
	
	in vec3 position;
	in vec2 textcoord;
	
	in vec3 normal;
	in vec3 tangent;
	in vec3 bitangent;
	
	uniform mat4 world;
	uniform mat4 view;
	uniform mat4 viewProjection;
	uniform mat4 worldInverseTranspose;
	uniform float normals;
	

	
	
	out vec2 v_textcoord;
	
    out vec4 v_normal;
	out vec4 v_tangent;
	out vec4 v_binormal;
	out vec2 v_offset;
	out vec4 v_worldposition;
	out vec4 v_position;
	
	out float v_depth;
	
	out vec3 v_view;
	
	
	
	//mat3 transpose(mat3 matrix) {
//
//		return mat3( matrix[0].x, matrix[1].x, matrix[2].x,
	//				 matrix[0].y, matrix[1].y, matrix[2].y,
	//				 matrix[0].z, matrix[1].z, matrix[2].z );
	//			 
	//}
	
	void main(void) {
	
		v_textcoord = textcoord;
		
		v_normal  =  normalize(worldInverseTranspose * vec4(normal, 0.0));
		
		
		#if NORMAL_MAP == 1
			
			v_tangent =   normalize(worldInverseTranspose * vec4(tangent, 0.0) );
			v_binormal =   normalize(worldInverseTranspose * vec4(bitangent, 0.0) );
			//v_binormal = vec4(cross(v_normal.xyz, v_tangent.xyz), 0.0);
			
		#endif
		
		
		#if PARALLAX == 1

			const float height_map_range = 0.32;

			vec3 vs_normal = ( view * v_normal ).xyz;
			vec3 vs_tangent = ( view * v_tangent ).xyz;
			vec3 vs_bitangent = ( view * vec4(v_binormal, 0.0) ).xyz;
			//vec3 vs_bitangent = bitangent;
			
			
			vec4 a = view * vec4(position, 1.0);
			
			v_view = a.xyz;

			mat3 tbn = mat3( normalize(vs_tangent), normalize(vs_bitangent), normalize(vs_normal) );
			mat3 vs_to_ts = transpose( tbn );

			vec3 ts_view = vs_to_ts * v_view;

			v_offset = (ts_view.xy / ts_view.z) * height_map_range;
		
		

		
		#endif
		
		
		
		v_worldposition = world * vec4(position, 1.0);
		v_position 		= viewProjection * vec4(position, 1.0);
		v_depth  = v_position.z;
		
		gl_Position = v_position;

	}

	
	
	// #keplerEngine - Split
	
	#version 300 es
	
	precision highp float;
	
	#define PI 3.14159265358979323846
	
	


	
	
	layout(location = 0) out vec4 deferred_diffuse_roughness;
	layout(location = 1) out vec4 deferred_normal_depth;
	layout(location = 2) out vec4 deferred_position_material_ID;
	layout(location = 3) out vec4 tangent;
	
	//layout(location = 3) out vec4 deferred_material_1;
	

	in vec2 v_textcoord;
	in vec4 v_normal;
	in vec4 v_tangent;
	in vec4 v_binormal;
	
	in vec4 v_worldposition;
	in vec4 v_position;
	
	in float v_depth;
	
	in vec2 v_offset;
	in vec3 v_view;
	
	
	const float gamma = 2.2;

	//pbr
	uniform samplerCube reflectionSampler;
	
	uniform vec3 cameraPosition;
	uniform vec3 lightGeometry;
	uniform float clearCoat;
	uniform vec3 clearCoatColor;
	uniform float clearCoatThickness;
	uniform float clearCoatRoughness;
	
	uniform float clearCoatIOR;
	uniform float anisotropy;
	
	uniform vec3 lightDirection;	
	uniform vec3 lightColor;	
	uniform float lightIntensity;
	uniform float environmentLuminance;
	uniform float v_metallic;
	uniform float v_reflectance;
	uniform float lightType;
	uniform vec3 lightPosition;
	
	#define ANISOTROPY 0
	#define USE_IES_PROFILE 0
	#define TRANSPARENT_MATERIAL 0
	#define TRANSLUCENT_MATERIAL 0
	#define CUBEMAP_EDGE_FIXUP 0
	
struct PixelParams {
	vec3 diffuseColor;
	vec3 f0;
	float roughness;
	float clearCoatRoughness;
	float ao;
    float eta;
    float refracted_NoV;
};

	const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
	const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)

	const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );
	const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );

	const float ShiftRight8 = 1. / 256.;

	vec4 packDepthToRGBA( const in float v ) {
		vec4 r = vec4( fract( v * PackFactors ), v );
		r.yzw -= r.xyz * ShiftRight8; // tidy overflow
		return r * PackUpscale;
	}

	float unpackRGBAToDepth( const in vec4 v ) {
		return dot( v, UnpackFactors );
	}
	
float D_GGX(float NoH, float a) {
    float a2 = a * a;
    float f = (NoH * a2 - NoH) * NoH + 1.0;
    return a2 / (PI * f * f);
}

float D_GGX_Anisotropy(float NoH, vec3 h, vec3 x, vec3 y, float ax, float ay) {
    float XoH = dot(x, h);
    float YoH = dot(y, h);
    float d = XoH * XoH * (ax * ax) + YoH * YoH * (ay * ay) + NoH * NoH;
    return (ax * ay) / (PI * d * d);
}

vec3 F_Schlick(float VoH, vec3 f0, float f90) {
    return f0 + (vec3(f90) - f0) * pow(1.0 - VoH, 5.0);
}

// Smith-GGX correlated for microfacets height
float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
    float a2 = a * a;
    float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
    float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
    // approximation
    // float GGXL = NoV * (NoL * (1.0 - a) + a);
    // float GGXV = NoL * (NoV * (1.0 - a) + a);
    return 0.5 / (GGXV + GGXL);
}

float Fd_Lambert() {
    return 1.0 / PI;
}

float F_Schlick_Scalar(float VoH, float f0, float f90) {
    return f0 + (f90 - f0) * pow(1.0 - VoH, 5.0);
}

float square(float v) {
    return v * v;
}

vec3 irradianceSH(vec3 n) {
	//vec3 sphericalHarmonics[8] = 
   // return
     //   sphericalHarmonics[0]
    //    + sphericalHarmonics[1] * (n.y)
     //   + sphericalHarmonics[2] * (n.z)
     //   + sphericalHarmonics[3] * (n.x)
      //  + sphericalHarmonics[4] * (n.y * n.x)
      //  + sphericalHarmonics[5] * (n.y * n.z)
       // + sphericalHarmonics[6] * (3.0 * n.z * n.z - 1.0)
       /// + sphericalHarmonics[7] * (n.z * n.x)
       // + sphericalHarmonics[8] * (n.x * n.x - n.y * n.y);
		
    return
        vec3(0.754553530212464, 0.748541695286661, 0.790922541330174)
        + vec3(-0.083855089181764, 0.092536341322488, 0.322767327275582) * (n.y)
        + vec3(0.308154551673257, 0.366799355358085, 0.466705760819624) * (n.z)
        + vec3(-0.188887618191928, -0.277403749518126, -0.377844811540716) * (n.x)
		
        + vec3(-0.252782448589491, -0.316051613736677, -0.396141020484574) * (n.y * n.x)
        + vec3(0.071362454444021, 0.159789075773366, 0.29059362717571) * (n.y * n.z)
        + vec3(-0.031040420617065, -0.031141089772695, -0.031044001883204) * (3.0 * n.z * n.z - 1.0)
        + vec3(-0.161001896026477, -0.203649521035777, -0.246641086569566) * (n.z * n.x)
        + vec3(0.045710934605387, 0.048121779682969, 0.046326375668417) * (n.x * n.x - n.y * n.y);
}

vec2 prefilteredDFGKaris(float NoV, float roughness) {
    // see https://www.unrealengine.com/blog/physically-based-shading-on-mobile
    const vec4 c0 = vec4(-1.0, -0.0275, -0.572,  0.022);
    const vec4 c1 = vec4( 1.0,  0.0425,  1.040, -0.040);
    vec4 r = roughness * c0 + c1;
    float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
    return vec2(-1.04, 1.04) * a004 + r.zw;
}



float sRGBtoLinear(float c) {
    return (c <= 0.04045) ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}

vec3 sRGBtoLinear(vec3 c) {
    return vec3(sRGBtoLinear(c.r), sRGBtoLinear(c.g), sRGBtoLinear(c.b));
}


vec3 decodeEnvironmentMap(vec4 c) {
	return c.rgb;
	return sRGBtoLinear(c.rgb);

	
	//;sRGBtoLinear(c.rgb) ;
}


//#if TEXTURED_MATERIAL == 1
//float getMaterialAmbientOcclusion() {
//    return texture(aoMap, outUV).r;
//}
//#else
float getMaterialAmbientOcclusion() {
    return 1.0;
}
//#endif

float getSquareFalloffAttenuation(float distanceSquare) {
    float factor = distanceSquare * lightGeometry.x;
    float smoothFactor = max(1.0 - factor * factor, 0.0);
    // we would normally divide by the square distance here
    // but we do it at the call site
    return smoothFactor * smoothFactor;
}

//#if USE_IES_PROFILE == 1
//float getPhotometricAttenuation(vec3 lightToPos, vec3 lightDir) {
//    float cosTheta = dot(lightToPos, lightDir);
//    float angle = acos(cosTheta) * (1.0 / PI);
//   return textureLodEXT(reflectionSampler, vec2(angle, 0.0), 0.0).r;
//}
//#else
float getPhotometricAttenuation(vec3 lightToPos, vec3 lightDir) {
    return 1.0;
}
//#endif

float getAngleAttenuation(vec3 l, vec3 lightDir) {
    float cd = dot(lightDir, l);
    float attenuation = clamp(cd * lightGeometry.y + lightGeometry.z, 0.0, 1.0);
    return attenuation * attenuation;
}

vec3 beerLambert(float NoV, float NoL, vec3 alpha, float d) {
    return exp(alpha * -(d * ((NoL + NoV) / max(NoL * NoV, 1e-3))));
}

vec3 evaluateLight(vec3 n, vec3 v, PixelParams params, vec3 outWorldPosition, vec3 outWorldTangent, float shadow) {
    vec3 l;
    float NoL;
    float energy;
    float attenuation;

    vec3 lightDir = normalize(lightDirection);
    float linearRoughness = params.roughness * params.roughness;

    vec3 r = reflect(-v, n);

    if (lightType == 1.0) {
  
        l = -lightDir;

        // Disc area light
        vec3 sunDir = -lightDir;
        float e = sin(radians(0.53));
        float d = cos(radians(0.53));
        float DoR = dot(sunDir, r);
        vec3 s = r - DoR * sunDir;
        l = DoR < d ? normalize(d * sunDir + normalize(s) * e) : r;

        NoL = dot(n, l);
        energy = 1.0;
        attenuation = 1.0;
	
 
    } else if (lightType == 0.0) {
	
        vec3 posToLight = lightPosition - outWorldPosition;
        float distanceSquare = dot(posToLight, posToLight);
        l = normalize(posToLight);
        NoL = dot(n, l);
        energy = 50.0;
        attenuation  = getSquareFalloffAttenuation(distanceSquare);
        attenuation *= 1.0 / max(distanceSquare, 1e-4);
        attenuation *= getPhotometricAttenuation(-l, lightDir);
       // if (lightGeometry.w >= 1.0) {
        //    attenuation *= getAngleAttenuation(l, -lightDir);
      //  }
    }
	

    vec3 h = normalize(v + l);

    NoL = clamp(NoL, 0.0, 1.0);
    float NoV = abs(dot(n, v)) + 1e-5;
    float NoH = clamp(dot(n, h), 0.0, 1.0);
    float LoH = clamp(dot(l, h), 0.0, 1.0);

    // specular BRDF
#if ANISOTROPY == 1
    vec3 t = normalize(v_tangent.xyz);
    vec3 b = normalize(cross(t, n));

    float aspect = inversesqrt(1.0 - anisotropy * 0.9);
    float ax = 1.0 / (linearRoughness * aspect);
    float ay = aspect / linearRoughness;

    float D = D_GGX_Anisotropy(NoH, h, t, b, ax, ay);
#else
    float D = D_GGX(NoH, linearRoughness);
#endif
    vec3  F = F_Schlick(LoH, params.f0, clamp(dot(params.f0, vec3(50.0 * 0.33)), 0.0, 1.0));
    float V = V_SmithGGXCorrelated(NoV, NoL, linearRoughness);
    vec3 Fr = (D * V) * F;

    // diffuse BRDF
    vec3 Fd = params.diffuseColor * Fd_Lambert();// * 3.6

    // clear coat
    float linearClearCoatRoughness = params.clearCoatRoughness * params.clearCoatRoughness;
    float Dcc  = D_GGX(NoH, linearClearCoatRoughness);
    float Fcc  = F_Schlick_Scalar(LoH, 0.04, 1.0) * clearCoat;
    float Vcc  = V_SmithGGXCorrelated(NoV, NoL, linearClearCoatRoughness);
    float FrCC = Dcc * Vcc * Fcc;

    vec3 refracted_l = -refract(l, n, params.eta);
    float refracted_NoL = clamp(dot(n, refracted_l), 0.0, 1.0);
    vec3 clearCoatAbsorption = mix(vec3(1.0),
        beerLambert(params.refracted_NoV, refracted_NoL, clearCoatColor, clearCoatThickness),
        clearCoat);

    // direct contribution
    vec3 color = (attenuation * NoL) * lightColor * lightIntensity * energy *
        ((Fd + Fr) * (1.0 - Fcc) * clearCoatAbsorption + FrCC);

#if TRANSLUCENT_MATERIAL == 1
    vec3 tL = l + n * translucencyDistortion;
    float tD = exp2(clamp(dot(v, -tL), 0.0, 1.0) * translucencyPower - translucencyPower) * translucencyScale;
    vec3 tT = attenuation * lightIntensity * (tD + translucencyAmbient) * texture(translucencyThicknessMap, outUV).r;
    color.rgb += Fd * lightColor * tT;
#endif

    // micro-shadowing
    float aperture = 2.0 * params.ao * params.ao * shadow;
    float microShadow = clamp(abs(dot(l, n)) + aperture - 1.0, 0.0, 1.0);
    color.rgb *= microShadow;

    return color;
}


vec3 fixCubemapLookup(vec3 v, float lod) {
    vec3 r = abs(v);
    float M = max(max(v.x, v.y), v.z);
    float scale = 1.0 - exp2(lod) * (1.0 / 256.0);
    if (v.x != M) v.x *= scale;
    if (v.y != M) v.y *= scale;
    if (v.z != M) v.z *= scale;
    return v;
}


vec3 evaluateSpecularIBL(vec3 r, float roughness) {
    float lod = 5.0 * roughness;

    r = fixCubemapLookup(r, lod);

    return decodeEnvironmentMap( texture(reflectionSampler, r, lod) ); //, lod
}

float computeSpecularAO(float NoV, float ao, float roughness) {
    return clamp(pow(NoV + ao, exp2(-16.0 * roughness - 1.0)) - 1.0 + ao, 0.0, 1.0);
}

vec3 getSpecularDominantDirection(vec3 n, vec3 r, float roughness) {
    float s = 1.0 - roughness;
    return mix(n, r, s * (sqrt(s) + roughness));
}


vec3 evaluateIBL(vec3 n, vec3 v, PixelParams params) {
    float NoV = max(dot(n, v), 0.0);

#if ANISOTROPY == 1
    vec3 t = normalize(v_tangent.xyz);
    vec3 b = normalize(cross(t, n));

    vec3 anisotropicTangent = cross(-v, b);
    vec3 anisotropicNormal  = cross(anisotropicTangent, b);
    vec3 bentNormal  = normalize(mix(n, anisotropicNormal, anisotropy));

    vec3 r = reflect(v, bentNormal);
#else
    vec3 r = reflect(-v, n);// vec3 r = reflect(-v, n);
    r = getSpecularDominantDirection(n, r, params.roughness * params.roughness);
#endif

    float NoR = max(dot(r, n), 0.0);

    // specular indirect
    vec3 indirectSpecular = evaluateSpecularIBL(reflect(v, n), params.roughness);

    // horizon occlusion, can be removed for performance
    float horizon = min(1.0 + NoR, 1.0);
    indirectSpecular *= horizon * horizon;

    vec2 env = prefilteredDFGKaris(NoV, params.roughness);
    // we should multiply env.y by f90 for more accurate results
    vec3 specularColor = params.f0 * env.x + env.y * (1.0 - clearCoat) *
	        clamp(dot(params.f0, vec3(50.0 * 0.33)), 0.0, 1.0);

    // diffuse indirect
    vec3 indirectDiffuse = max(irradianceSH(n), 0.0) * Fd_Lambert();
    // ambient occlusion
    float aoFade = clamp(dot(normalize(n), v), 0.0, 1.0);
    float ao = mix(1.0, params.ao, aoFade);
	indirectDiffuse *= ao;
	//indirectDiffuse *= 4.0;
    // TODO: Not really useful without SSAO/HBAO/etc.
    indirectSpecular *= computeSpecularAO(NoV, ao, params.roughness);

    // clear coat
    float Fcc = F_Schlick_Scalar(NoV, 0.04, 1.0) * 0.2;
#if ANISOTROPY == 1
    // We used the bent normal for the base layer
    r = reflect(-v, n);
#endif


    vec3 indirectClearCoatSpecular = evaluateSpecularIBL(reflect(v, n), params.clearCoatRoughness);
	

    vec3 clearCoatAbsorption = mix(vec3(1.0),
        beerLambert(params.refracted_NoV, params.refracted_NoV, clearCoatColor, clearCoatThickness),
        clearCoat);

    // indirect contribution
    vec3 color =
            (params.diffuseColor * indirectDiffuse  + indirectSpecular * specularColor)//kaj  params.diffuseColor * indirectDiffuse
                * (1.0 - Fcc) * clearCoatAbsorption +
            indirectClearCoatSpecular * Fcc;

#if TRANSLUCENT_MATERIAL == 1
        indirectDiffuse = max(irradianceSH(-v), 0.0) * Fd_Lambert();
        vec3 tL = -v + n * translucencyDistortion;
        float tD = pow(clamp(dot(v, -tL), 0.0, 1.0), translucencyPower) * translucencyScale;
        vec3 tT = (tD + translucencyAmbient) * texture(translucencyThicknessMap, outUV).r;
        color.rgb += params.diffuseColor * indirectDiffuse * tT;
#endif

    return color;
}


vec3 getNormal(vec3 n) {

    return normalize(n);
	
}



vec4 surfaceShading(vec3 baseColor, vec3 outWorldNormal, vec3 outWorldPosition, float metallic, float roughness, float reflectance, float ambientOcclusion, vec3 tangent, float shadow) {

    vec3 diffuseColor = (1.0 - metallic) * baseColor.rgb;

    // Geometric AA
    vec3 wn = normalize(outWorldNormal);
    vec3 ndFdx = dFdx(wn);
    vec3 ndFdy = dFdy(wn);
    float geometricRoughness = pow(max(dot(ndFdx, ndFdx), dot(ndFdy, ndFdy)), 0.333);
	float effectiveRoughness = max(roughness, geometricRoughness);

    // Fresnel specular reflectance at normal incidence
    vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic) +
        baseColor.rgb * metallic;

    float alpha = 1.0;
#if TRANSPARENT_MATERIAL == 1
 //   float reflectivity = max(max(f0.r, f0.g), f0.b);
 //   alpha = reflectivity + baseColor.a * (1.0 - reflectivity);
 //   diffuseColor *= baseColor.a;
#endif

    vec3 v = normalize(cameraPosition - outWorldPosition);
    vec3 n = getNormal(outWorldNormal);

	PixelParams params;
	params.diffuseColor 		= diffuseColor;
	params.f0 					= f0;
	params.roughness 			= effectiveRoughness;
	params.clearCoatRoughness 	= max(mix(0.089, 0.6, clearCoatRoughness), geometricRoughness); //max(mix(0.089, 0.6, clearCoatRoughness), geometricRoughness);
	params.ao 					= ambientOcclusion;
    params.eta 					= 1.0 / clearCoatIOR;

    vec3 refracted_v = -refract(v, n, params.eta);
    params.refracted_NoV = clamp(dot(n, refracted_v), 0.0, 1.0);

    // indirect lighting
    vec3 color =  evaluateIBL(n, v, params);
    color *= environmentLuminance;

    // direct lighting
    color += evaluateLight(n, v, params, outWorldPosition, tangent, shadow);
    return vec4(color, alpha);
}
	
	
	
	
	
	


	#ifndef NORMAL_MAP
	#define NORMAL_MAP 0
	#endif
	
	#ifndef TEXTURE
	#define TEXTURE 0
	#endif	
	
	#ifndef ROUGHNESS_MAP
	#define ROUGHNESS_MAP 0
	#endif	
	
	#ifndef PARALLAX
	#define PARALLAX 0
	#endif
	
	precision highp float;
	
	uniform sampler2D diffuseSampler;
	uniform sampler2D normalSampler;
	uniform sampler2D roughnessSampler;
	uniform sampler2D heightSampler;
	uniform sampler2D shadowNoiseSampler;
	uniform sampler2D shadowDepthSampler;
	
	uniform float normals;
	uniform float far;
	uniform float roughness;
	uniform float metallic;
	uniform float alpha;
	uniform float shadingModelID;
	
	uniform vec3 diffuseColor;

	
	uniform float attenuation; 
	
	uniform float SourceRadius;
	uniform float SourceLength;
	uniform float specular;
	uniform float mode;
	uniform float uvMultiplier;
	uniform float render_type;
	uniform float shadowBias;

	uniform mat4 lightViewProjection;
	uniform vec2 screenSize;
	
	//reflect(v, n)
	vec3 sampleReflection( vec3 r ) {
		return texture(reflectionSampler, r).xyz;
	}
	vec3 lumaBasedReinhardToneMapping(vec3 color)
	{
		float gamma = 2.2;
		float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
		float toneMappedLuma = luma / (1.0 + luma);
		
		color *= toneMappedLuma / luma;
		color = pow(color, vec3(1. / gamma));
		
		return color;
	}
	
	vec3 HDR_ACES(const vec3 x) {
		// Narkowicz 2015, "ACES Filmic Tone Mapping Curve"
		const float a = 2.51;
		const float b = 0.03;
		const float c = 2.43;
		const float d = 0.59;
		const float e = 0.14;
		return (x * (a * x + b)) / (x * (c * x + d) + e);
	}
	vec3 tonemap(const vec3 x) {
		return HDR_ACES(x);
	}

	float linearToSRGB(float c) {
		return (c <= 0.0031308) ? c * 12.92 : (pow(abs(c), 1.0 / 2.4) * 1.055) - 0.055;
	}

	vec3 linearToSRGB(vec3 c) {
		return vec3(linearToSRGB(c.r), linearToSRGB(c.g), linearToSRGB(c.b));
	}

	
	float DecodeFloatRGBA( vec4 rgba ) {
		return (rgba).x;
	
	  //return dot( rgba, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0) );
	}
	
	float shadow_sample(sampler2D depthMap, vec2 coord)
	{
		return  texture(depthMap, coord).x;//DecodeFloatRGBA() ;
	}
	
	vec2 DoubleSampleRotated(sampler2D depthMap, vec4 p, vec4 rotMatr, vec4 kernel) {

		vec4 rotatedOff;

		rotatedOff = rotMatr.xyzw * kernel.xxww +
					 rotMatr.zwxy * kernel.yyzz;

		vec4 fetchPos = p.xyxy + rotatedOff;// + rotatedOff

		vec2 result;
		
		result.x = shadow_sample(depthMap, fetchPos.xy);
		result.y = shadow_sample(depthMap, fetchPos.zw);

		
		return result;
	}
	
	
	
	float PCF(sampler2D depthMap, vec4 p, vec2 randDirTC, float depth)
	{
	
		vec2 kernelRadius = vec2(4.0);
		
		vec4 irreg_kernel_2d[8];
		irreg_kernel_2d[0] = vec4(-0.556641,-0.037109,-0.654297, 0.111328); 
		irreg_kernel_2d[1] = vec4(0.173828,0.111328,0.064453, -0.359375); 
		irreg_kernel_2d[2] = vec4(0.001953,0.082031,-0.060547, 0.078125); 
		irreg_kernel_2d[3] = vec4(0.220703,-0.359375,-0.062500, 0.001953);
		irreg_kernel_2d[4] = vec4(0.242188,0.126953,-0.250000, -0.140625); 
		irreg_kernel_2d[5] = vec4(0.070313,-0.025391,0.148438, 0.082031); 
		irreg_kernel_2d[6] = vec4(-0.078125,0.013672,-0.314453, 0.013672);
		irreg_kernel_2d[7] = vec4(0.117188,-0.140625,-0.199219, 0.117188);

		vec2 vInvShadowMapWH = vec2(1.0 / 2048.0);
		
		const int kernelSize = 8;
		
		mediump float P_Z = depth; // p.z;

		vec4 p0 = vec4(p.xyz, 1.0);

		
		mediump vec2 rotScale = vec2(kernelRadius.y * 2.0);

		float shadowTest = 0.0;

		#define KERNEL_STEP_SIZE 2

			vec2 rotSample = 2.0 * texture(shadowDepthSampler, randDirTC.xy).xy - 1.0;
			rotSample.xy = normalize(rotSample.xy);
			rotSample.xy *= (kernelRadius.xy * vInvShadowMapWH.xy);

			vec4 rot = vec4(rotSample.x, -rotSample.y, rotSample.y, rotSample.x);

			const int kernelOffset = 0;

			for(int i=kernelOffset; i<kernelSize; i+=KERNEL_STEP_SIZE) // Loop over taps
			{

				mediump vec4 sampleDepth = vec4(0.0);
				vec4 irr =  irreg_kernel_2d[i+0];
				sampleDepth.xy = DoubleSampleRotated(depthMap, p0, rot, irr);
				sampleDepth.zw = DoubleSampleRotated(depthMap, p0, rot, irreg_kernel_2d[i+1]);
			
				mediump vec4 InShadow;
				InShadow.x = ( P_Z < sampleDepth.x + shadowBias ) ? 1. : 0.0;
				InShadow.y = ( P_Z < sampleDepth.y + shadowBias ) ? 1. : 0.0;
				InShadow.z = ( P_Z < sampleDepth.z + shadowBias  ) ? 1. : 0.0;
				InShadow.w = ( P_Z < sampleDepth.w + shadowBias  ) ? 1. : 0.0;

		
				const mediump float quality = 8.0; // 8 == high
				const mediump float fInvSamplNum = (1.0 / quality);
				
				shadowTest += dot(InShadow, vec4(fInvSamplNum));
			}

		return shadowTest;
	}
	float poissonPCFmultitap(vec4 projCoords, float shadowDepth, vec2 uv)
	{
		const mediump float step = 1.0 - 1.0 / 8.0;
		const mediump float fScale = 0.025; // 0.025
		
		mediump float n = 0.0;
		
		mediump vec3 directions[8];
		float vSampleScale = 1.0 / 2048.0;
		
		
		directions[0] = normalize(vec3( 1.0, 1.0, 1.0))*fScale*(n+=step);
		directions[1] = normalize(vec3(-1.0,-1.0,-1.0))*fScale*(n+=step);
		directions[2] = normalize(vec3(-1.0,-1.0, 1.0))*fScale*(n+=step);
		directions[3] = normalize(vec3(-1.0, 1.0,-1.0))*fScale*(n+=step);
		directions[4] = normalize(vec3(-1.0, 1.0 ,1.0))*fScale*(n+=step);
		directions[5] = normalize(vec3( 1.0,-1.0,-1.0))*fScale*(n+=step);
		directions[6] = normalize(vec3( 1.0,-1.0, 1.0))*fScale*(n+=step);
		directions[7] = normalize(vec3( 1.0, 1.0,-1.0))*fScale*(n+=step);

		mediump vec3 randomSample = texture(shadowNoiseSampler, vec2(64.0, 64.0) * uv.xy / 4.0).xyz  * 2.0 - 1.0;
		
		

		float sum = 0.0;

		// for( int i = 0; i < 4; i++ ) {
		// 	vec3 sampler = reflect(directions[0], randomSample) * vSampleScale;	
			
			float pixelDepth = DecodeFloatRGBA( texture(shadowDepthSampler, projCoords.xy ) ) ; // + sampler.xy     + sampler.z

			if( pixelDepth + shadowBias > shadowDepth) {
				sum += 1.0;
			} else {
				sum += 0.0;
			}
		// }

		return sum;
	}
	
	
	float linestep(float min, float max, float value) {  
		return clamp((value - min) / (max - min), 0., 1.);
	}

	float reduceBleeding(float p_max, float amount) {
		return linestep(amount, 1.0, p_max);
	}

	float ChebyshevUpperBound(vec2 moments, float distance) {  
		if (distance <= moments.x)
			return 1.0;
			
		float g_minVariance = .00007;

		float variance = moments.y - (moments.x*moments.x);
		variance = max(variance,g_minVariance);

		float d = distance - moments.x;
		float p_max = variance / (variance + d*d);

		return reduceBleeding(p_max, .725);
	}
	
	float calculateShadowOcclusion( vec3 worldPosition, vec2 uv ) {

		vec4 projCoords = lightViewProjection *  vec4(worldPosition, 1.0) ;
		
		float shadowDepth = length( lightPosition - worldPosition );

		projCoords.xy /= projCoords.w;
		projCoords = 0.49 * projCoords + 0.5;

		vec4 moments = texture( shadowDepthSampler, projCoords.xy );
		mediump vec2 randomSample = texture(shadowNoiseSampler, vec2(1024.) * uv / 64.0).xy  * 2.0 - 1.0;
			
		float outFrustum = 0.0;
	
		if(projCoords.x <  0.0 || projCoords.x > 1.0) {
			return 1.0;
		}
		
		if(projCoords.y <  0.0 || projCoords.y > 1.0) {
			return 1.0;
		}
		
		if(projCoords.z <  1.0) {
			return 1.0;
		}	
			
		//return ChebyshevUpperBound(moments.xy, shadowDepth);
		//if(uv.x < .5)
		//return DecodeFloatRGBA( texture(shadowDepthSampler, projCoords.xy ) ) / 10.0;
		//else
		//return shadowDepth;
		
		
		//return moments.x;
		//return projCoords.x;
		//return texture( shadowDepthSampler, uv ).x;//projCoords.xy 
		//return poissonPCFmultitap(projCoords, shadowDepth, uv);
		//return PCF(sampler2D depthMap, vec4 p, vec2 randDirTC);
		return PCF( shadowDepthSampler, projCoords, randomSample, shadowDepth );
		//return 1.0 - ChebyshevUpperBound(moments.xy, shadowDepth);
		// return smoothShadow(projCoords, shadowDepth,uv); 

	}
	


	void main() {
		vec2 textureCoordinate = v_textcoord;
		vec3 normal;
		
			#if NORMAL_MAP == 1
			 
				vec4 normalMap = texture(normalSampler, textureCoordinate * uvMultiplier) * 2.0 - 1.0;
				normal = normalize((v_tangent.xyz * normalMap.x) + (v_binormal.xyz * normalMap.y) + (v_normal.xyz * normalMap.z));
			
				mat3 tangentToWorld = transpose(mat3( v_tangent.xyz  ,
													  v_binormal.xyz  ,
													  v_normal.xyz));
				
				
				normal = normalMap.xyz * tangentToWorld;
			#else

				normal = v_normal.xyz;

			#endif
		
		
		
		#if PARALLAX == 1

			const float max_samples = 30.0;
			const float min_samples = 8.0;

			vec3 view = normalize(v_view);


			float num_steps = mix(max_samples, min_samples, dot(view, normal));

			float current_height = 0.0;
			float step_size = 1.0 / float(num_steps);
			float prev_height = 1.0;

			float step_index = 0.0;

			
			vec2 tex_offset_per_step = step_size * v_offset;
			vec2 tex_current_offset = v_textcoord;
			float current_bound = 1.0;
			float parallax_amount = 0.0;

			vec2 pt1 = vec2(0.0);
			vec2 pt2 = vec2(0.0);

			vec2 tex_offset = vec2(0.0);

			
			for(int x = 0; x < 30; x++) {
				if(step_index < num_steps)
				{
					tex_current_offset -= tex_offset_per_step;

					current_height = texture(heightSampler, tex_current_offset).r; //, dx, dy

					current_bound -= step_size;

					if(current_height > current_bound)
					{
						pt1 = vec2(current_bound, current_height);
						pt2 = vec2(current_bound + step_size, prev_height);

						tex_offset = tex_current_offset - tex_offset_per_step;

						step_index = num_steps + 1.0;
					}
					else
					{
						step_index++;
						prev_height = current_height;
					}
				}
			}

			float delta1 = pt1.x - pt1.y;
			float delta2 = pt2.x - pt2.y;
			float denominator = delta2 - delta1;

			if(denominator == 0.0)
			{
				parallax_amount = 0.0;
			}
			else
			{
				parallax_amount = (pt1.x * delta2 - pt2.x * delta1) / denominator;
			}
			
			vec2 parallax_offset = v_offset * (1.0 - parallax_amount);
			textureCoordinate.xy -= parallax_offset;

		
		#endif
		float gamma = 1.4;
	
		vec3 baseColor;
		vec4 diffuseMap;
		
		#if TEXTURE == 1
			
			diffuseMap = ( texture(diffuseSampler, textureCoordinate * uvMultiplier));//toLinear
			baseColor = diffuseMap.rgb;
		
			
		#else
		
			baseColor = diffuseColor;
			
		#endif	
		
		
		float f_roughness = roughness;
	
		
		#if ROUGHNESS_MAP == 1
		 
			f_roughness = texture(roughnessSampler, textureCoordinate).x;
			
		#endif
		
		vec3 diffuse = baseColor ;
		//
		
		
		float opacity = 1.0;
		float metallic = v_metallic / 2.0;
		float reflectance = v_reflectance / 2.0;

		
		vec3 viewDir = (cameraPosition - v_worldposition.xyz);
		vec3 reflectionVector = reflect(-viewDir.xyz, normalize(normal.xyz));
		vec3 reflectionSample = sampleReflection( reflectionVector );

		if(render_type == 0.0) {
		
			float shadow = calculateShadowOcclusion( v_worldposition.xyz, textureCoordinate );
			
			
			vec4 pbr =  surfaceShading(sRGBtoLinear(diffuse), normal, v_worldposition.xyz, metallic, f_roughness, reflectance, 1.0, v_tangent.xyz, shadow);
			
			float exposure = 1.7;
			

			pbr.rgb *= exposure;
			
			
			deferred_diffuse_roughness = vec4(linearToSRGB(tonemap(pbr.rgb)), 1.0);
			
			
			if(shadingModelID == 100.0) {
				deferred_diffuse_roughness = vec4(reflectionSample, 1.0);
			}
			
			//if(textureCoordinate.x > .5)
			//deferred_diffuse_roughness = vec4(vec3(shadow), 1.0);

		} else {
			deferred_diffuse_roughness = vec4( (diffuse), f_roughness); //  //f_roughness kaj niet vergeten!!!
			deferred_normal_depth = vec4(normalize(normal), v_depth);
			deferred_position_material_ID = vec4(v_worldposition.xyz, float( shadingModelID ) );
		}


	
	}

