/**
 * @author Felix Turner / www.airtight.cc / @felixturner
 *
 * Bad TV Shader
 * Simulates a bad TV via horizontal distortion and vertical roll
 * Uses Ashima WebGl Noise: https://github.com/ashima/webgl-noise
 *
 * time: steadily increasing float passed in
 * distortion: amount of thick distortion
 * distortion2: amount of fine grain distortion
 * speed: distortion vertical travel speed
 * rollSpeed: vertical roll speed
 * 
 * The MIT License
 * 
 * Copyright (c) 2014 Felix Turner
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 * 
 */

THREE.BadTVShader = {
	uniforms: {
		"tDiffuse": { type: "t", value: null },
		"time":     { type: "f", value: 0.0 },
		"distortion":     { type: "f", value: 3.0 },
		"distortion2":     { type: "f", value: 5.0 },
		"speed":     { type: "f", value: 0.2 },
		"rollSpeed":     { type: "f", value: 0.1 },
	},

	vertexShader: [
		"varying vec2 vUv;",
		"void main() {",
		"vUv = uv;",
		"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
		"}"

	].join("\n"),

	fragmentShader: [

		"uniform sampler2D tDiffuse;",
		"uniform float time;",
		"uniform float distortion;",
		"uniform float distortion2;",
		"uniform float speed;",
		"uniform float rollSpeed;",
		"varying vec2 vUv;",
		
		// Start Ashima 2D Simplex Noise

		"vec3 mod289(vec3 x) {",
		"  return x - floor(x * (1.0 / 289.0)) * 289.0;",
		"}",

		"vec2 mod289(vec2 x) {",
		"  return x - floor(x * (1.0 / 289.0)) * 289.0;",
		"}",

		"vec3 permute(vec3 x) {",
		"  return mod289(((x*34.0)+1.0)*x);",
		"}",

		"float snoise(vec2 v)",
		"  {",
		"  const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0",
		"                      0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)",
		"                     -0.577350269189626,  // -1.0 + 2.0 * C.x",
		"                      0.024390243902439); // 1.0 / 41.0",
		"  vec2 i  = floor(v + dot(v, C.yy) );",
		"  vec2 x0 = v -   i + dot(i, C.xx);",

		"  vec2 i1;",
		"  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);",
		"  vec4 x12 = x0.xyxy + C.xxzz;",
		" x12.xy -= i1;",

		"  i = mod289(i); // Avoid truncation effects in permutation",
		"  vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))",
		"		+ i.x + vec3(0.0, i1.x, 1.0 ));",

		"  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);",
		"  m = m*m ;",
		"  m = m*m ;",

		"  vec3 x = 2.0 * fract(p * C.www) - 1.0;",
		"  vec3 h = abs(x) - 0.5;",
		"  vec3 ox = floor(x + 0.5);",
		"  vec3 a0 = x - ox;",

		"  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );",

		"  vec3 g;",
		"  g.x  = a0.x  * x0.x  + h.x  * x0.y;",
		"  g.yz = a0.yz * x12.xz + h.yz * x12.yw;",
		"  return 130.0 * dot(m, g);",
		"}",

		// End Ashima 2D Simplex Noise

		"void main() {",

			"vec2 p = vUv;",
			"float ty = time*speed;",
			"float yt = p.y - ty;",

			//smooth distortion
			"float offset = snoise(vec2(yt*3.0,0.0))*0.2;",
			// boost distortion
			"offset = pow( offset*distortion,3.0)/distortion;",
			//add fine grain distortion
			"offset += snoise(vec2(yt*50.0,0.0))*distortion2*0.001;",
			//combine distortion on X with roll on Y
			"gl_FragColor = texture2D(tDiffuse,  vec2(fract(p.x + offset),fract(p.y-time*rollSpeed) ));",

		"}"

	].join("\n")

};
