precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler2DArray;

#include "gamma.sdr"

const float EMISSIVE_GAIN = 2.0;

in vec4 fragImpactUV;
in float fragNormOffset;

layout (location=0) out vec4 fragOut0;

uniform highp sampler2DArray shieldMap;

layout (std140) uniform genericData {
	mat4 shieldModelViewMatrix;
	mat4 shieldProjMatrix;

	vec3 hitNormal;
	int srgb;

	vec4 color;

	int shieldMapIndex;
};

void main()
{
	if(fragNormOffset < 0.0) discard;
	if(fragImpactUV.x < 0.0 || fragImpactUV.x > 1.0 || fragImpactUV.y < 0.0 || fragImpactUV.y > 1.0) discard;
	vec4 shieldColor = texture(shieldMap, vec3(fragImpactUV.xy, float(shieldMapIndex)));
	shieldColor.rgb = (srgb == 1) ? srgb_to_linear(shieldColor.rgb) * EMISSIVE_GAIN : shieldColor.rgb;
	vec4 blendColor = color;
	blendColor.rgb = (srgb == 1) ? srgb_to_linear(blendColor.rgb) * EMISSIVE_GAIN : blendColor.rgb;
	fragOut0 = shieldColor * blendColor;
}
