uniform sampler2D ntex;
uniform sampler2D dtex;

uniform vec3 sundirection;
uniform vec3 sun_color;

#ifdef GL_ES
layout (location = 0) out vec4 Diff;
layout (location = 1) out vec4 Spec;
#else
out vec4 Diff;
out vec4 Spec;
#endif

#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/SunMRP.frag"

void main() {
    vec2 uv = gl_FragCoord.xy / u_screen;
    float z = texture(dtex, uv).x;
    vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);

    vec3 norm = (u_view_matrix * vec4(DecodeNormal(texture(ntex, uv).xy), 0)).xyz;
    float roughness = texture(ntex, uv).z;
    vec3 eyedir = -normalize(xpos.xyz);

    vec3 Lightdir = SunMRP(norm, eyedir);
    float NdotL = clamp(dot(norm, Lightdir), 0., 1.);

    vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
    vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);

    Diff = vec4(NdotL * Diffuse * sun_color, 1.);
    Spec = vec4(NdotL * Specular * sun_color, 1.);
}
