//This file is automatically rebuilt by the Cesium build process.
/*global define*/
define(function() {
    "use strict";
    return "// Thanks for the contribution Jonas\n\
// http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog\n\
\n\
uniform sampler2D specularMap;\n\
uniform sampler2D normalMap;\n\
uniform vec4 baseWaterColor;\n\
uniform vec4 blendColor;\n\
uniform float frequency;\n\
uniform float animationSpeed;\n\
uniform float amplitude;\n\
uniform float specularIntensity;\n\
uniform float fadeFactor;\n\
\n\
czm_material czm_getMaterial(czm_materialInput materialInput)\n\
{\n\
    czm_material material = czm_getDefaultMaterial(materialInput);\n\
\n\
    float time = czm_frameNumber * animationSpeed;\n\
    \n\
    // fade is a function of the distance from the fragment and the frequency of the waves\n\
    float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);\n\
            \n\
    float specularMapValue = texture2D(specularMap, materialInput.st).r;\n\
    \n\
    // note: not using directional motion at this time, just set the angle to 0.0;\n\
    vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0);\n\
    vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / amplitude));\n\
    \n\
    // fade out the normal perturbation as we move further from the water surface\n\
    normalTangentSpace.xy /= fade;\n\
        \n\
    // attempt to fade out the normal perturbation as we approach non water areas (low specular map value)\n\
    normalTangentSpace = mix(vec3(0.0, 0.0, 50.0), normalTangentSpace, specularMapValue);\n\
    \n\
    normalTangentSpace = normalize(normalTangentSpace);\n\
    \n\
    // get ratios for alignment of the new normal vector with a vector perpendicular to the tangent plane\n\
    float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0);\n\
    \n\
    // fade out water effect as specular map value decreases\n\
    material.alpha = specularMapValue;\n\
    \n\
    // base color is a blend of the water and non-water color based on the value from the specular map\n\
    // may need a uniform blend factor to better control this\n\
    material.diffuse = mix(blendColor.rgb, baseWaterColor.rgb, specularMapValue);\n\
    \n\
    // diffuse highlights are based on how perturbed the normal is\n\
    material.diffuse += (0.1 * tsPerturbationRatio);\n\
    \n\
    material.normal = normalize(materialInput.tangentToEyeMatrix * normalTangentSpace);\n\
    \n\
    material.specular = specularIntensity;\n\
    material.shininess = 10.0;\n\
    \n\
    return material;\n\
}";
});