uniform float pixel_size;
varying vec2 v_texCoord;
uniform sampler2D u_texture;


uniform vec2 game_pos;
uniform float game_scale;
uniform vec2 tex_size;
uniform float tex_scale;
uniform float perlin;
uniform float perlin_slow;

uniform vec3 player_ship_part_base_outline_color;
uniform vec3 player_ship_part_turret_outline_color;


const vec3 reactor_decor_color = vec3(255.0/255.0,160.0/255.0,11.0/255.0);
const vec3 spawn_point_outline_color = vec3(255.0/255.0, 194.0/255.0, 14.0/255.0);
const vec3 queen_turret_base_outline_color = vec3(255.0/255.0,212.0/255.0,15.0/255.0);
//
// Description : Array and textureless GLSL 2D simplex noise function.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : stegu
//     Lastmod : 20110822 (ijm)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise
//               https://github.com/stegu/webgl-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
// First corner
  vec2 i  = floor(v + dot(v, C.yy) );
  vec2 x0 = v -   i + dot(i, C.xx);

// Other corners
  vec2 i1;
  //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
  //i1.y = 1.0 - i1.x;
  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  // x0 = x0 - 0.0 + 0.0 * C.xx ;
  // x1 = x0 - i1 + 1.0 * C.xx ;
  // x2 = x0 - 1.0 + 2.0 * C.xx ;
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;

// Permutations
  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 ;

// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)

  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;

// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );

// Compute final noise value at P
  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);
}




void main()
{
	vec4 color = texture2D(u_texture, v_texCoord);


 // float luminance = (0.299*color.r + 0.587*color.g + 0.114*color.b);

 //colors that are amplified
  //vec3 outline_color = vec3(230.0/255.0,12.0/255.0,238.0/255.0);
  //vec3 part_top_outline_color = vec3(39.0/255.0, 232.0/255.0, 241.0/255.0);


  const int num_of_colors = 5;

  vec3 amplify_colors[num_of_colors];
  amplify_colors[0] = player_ship_part_base_outline_color;
  amplify_colors[1] = player_ship_part_turret_outline_color;
  amplify_colors[2] = reactor_decor_color;
  amplify_colors[3] = spawn_point_outline_color;
  amplify_colors[4] = queen_turret_base_outline_color;




  bool AMPLIFY = false; 
  const float tolerance = 0.05;

  
  for(int i = 0; i < num_of_colors; i++)
  {
    vec3 ref_color = amplify_colors[i];

    float r_dif = abs(ref_color.r - color.r);
    float g_dif = abs(ref_color.g - color.g);
    float b_dif = abs(ref_color.b - color.b);

   if(r_dif < tolerance && g_dif < tolerance && b_dif < tolerance)
   {
      AMPLIFY = true;
      break;
   }
  }


  if(AMPLIFY == false)
  {
    color = vec4(0);
  }

/*

  const vec3 W = vec3(0.299,0.587,0.114);//vec3(0.2125, 0.7154, 0.0721);
  float luminance =  dot(color.rgb, W);

  float limit = 0.45 * snoise(v_texCoord + vec2(CC_Time.y*0.02, CC_Time.y*0.02));

  if(luminance < 0.45) color = vec4(0);



*/
  //color = vec4(0.25,0,0,0.25);

	gl_FragColor = color;
}