uniform vec2 resolution;
uniform float time;
uniform float fade_in_ratio;
uniform float fade_out_ratio;
uniform sampler2D u_texture;

varying vec2 v_texCoord;
varying vec4 v_fragmentColor;						

// Noise generation functions borrowed from: 
// https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl

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(void)
{
	vec2 uv =  v_texCoord.xy;

  vec4 color =  texture2D(u_texture,uv);
  //vec4 color

  float pixel_size = 1.0/resolution.x;

  const float TIME_FACTOR = 5.0;

  if(fade_in_ratio >= 0)
  {
    float wiggleOffset = snoise(vec2(time*TIME_FACTOR,uv.y*80.0))*8;

    vec4 color_r = texture2D(u_texture,uv + vec2(pixel_size*wiggleOffset*-1.0*(1.0 - fade_in_ratio), 0));
    vec4 color_g = texture2D(u_texture,uv + vec2(pixel_size*wiggleOffset*(1.0 - fade_in_ratio), 0));
    vec4 color_b = texture2D(u_texture,uv + vec2(pixel_size*wiggleOffset*2.0*(1.0 - fade_in_ratio), 0));

    float r = color_r.r;
    float g = color_g.g;
    float b = color_b.b;

    float a = max(color_r.a, color_g.a);
    a = max(a,color_b.a);

    color = vec4(r,g,b,a);

    color *= fade_in_ratio;

  }
  if(fade_out_ratio >= 0)
  {
    float wiggleOffset = snoise(vec2(time*TIME_FACTOR,uv.y*80.0))*8;

    vec4 color_r = texture2D(u_texture,uv + vec2(pixel_size*wiggleOffset*-1.0*(fade_out_ratio), 0));
    vec4 color_g = texture2D(u_texture,uv + vec2(pixel_size*wiggleOffset*(fade_out_ratio), 0));
    vec4 color_b = texture2D(u_texture,uv + vec2(pixel_size*wiggleOffset*2.0*(fade_out_ratio), 0));

    float r = color_r.r;
    float g = color_g.g;
    float b = color_b.b;

    float a = max(color_r.a, color_g.a);
    a = max(a,color_b.a);

    color = vec4(r,g,b,a);

    color *= (1.0 - fade_out_ratio);
  }

  //Tanne wave animaatio!
  //float wave = sin(time);
  //if(wave < 0) wave = 0;

  float wave = mod(time,6.0);
  wave /= 6.0;

  float dist_t_wave = abs(v_texCoord.y - wave);
  if(dist_t_wave < 0.025)
  {
    float wave_r = 1.0 - dist_t_wave/0.025;
    color *= (1.0 + 0.1*wave_r);
  }

/*  if(dist_t_wave < 0.01 && fade_out_ratio < 0 && fade_in_ratio < 0)
  {
    float wave_r = 1.0 - dist_t_wave/0.01;
   color = texture2D(u_texture,uv + vec2(3*pixel_size*wave_r*sin(time),0));

  }*/




	gl_FragColor = color * v_fragmentColor;
}
