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;


//
// 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);
}

float rand(vec2 co)
{
    return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

void main()
{

	vec4 sum = vec4(0.0);
	
	//TEMPPI!!!!
/*	gl_FragColor = texture2D(u_texture, v_texCoord);
	return;*/

	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 6.0*pixel_size)) * 0.045;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 5.0*pixel_size)) * 0.065;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 4.0*pixel_size)) * 0.08;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 3.0*pixel_size)) * 0.09;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - 2.0*pixel_size)) * 0.12;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y - pixel_size)) * 0.15;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y)) * 0.16;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + pixel_size)) * 0.15;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 2.0*pixel_size)) * 0.12;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 3.0*pixel_size)) * 0.09;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 4.0*pixel_size)) * 0.08;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 5.0*pixel_size)) * 0.065;
	sum += texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y + 6.0*pixel_size)) * 0.045;

	//Amplify glow effect
	//sum *= 1.0f; // oli 1.15
	//sum *= 0.5f;

/*

	float NOISE_X_OFFSET = (game_pos.x*-1)/(tex_size.x/tex_scale)*0.25;  //tex_size.x;
	float NOISE_Y_OFFSET = (game_pos.y*-1)/(tex_size.y/tex_scale)*0.25;//tex_size.y;//tex_size.y*-1;

	float noise_x = perlin;//sin(perlin*1);//snoise(vec2(CC_Time.y*0.02 * 2, 0)) * game_scale;
	float noise_y = -1.0*perlin;//-(sin(perlin*1));//snoise(vec2(0, CC_Time.y*0.02 * 2)) * game_scale;
	vec2 noise_time_move = vec2(noise_x, noise_y);//vec2(CC_Time.y*0.35*game_scale,CC_Time.y*0.35*game_scale);

	sum *= 0.1 + 0.1 * snoise((v_texCoord + vec2(NOISE_X_OFFSET,NOISE_Y_OFFSET) + noise_time_move) * 2.5*(1.0/game_scale));

	gl_FragColor = sum;

*/

	//sum *= 0.05 + 0.1 * snoise((v_texCoord * 100) + CC_Time.y*0.35 + );
	//if(sum.a > 0.5) sum.a = 0.5;

/*

	float noise_x = sin(CC_Time.y*2);//snoise(vec2(CC_Time.y*0.02 * 2, 0)) * game_scale;
	float noise_y = -(sin(CC_Time.y*2));//snoise(vec2(0, CC_Time.y*0.02 * 2)) * game_scale;
	vec2 noise_time_move = vec2(noise_x, noise_y);//vec2(CC_Time.y*0.35*game_scale,CC_Time.y*0.35*game_scale);

	float noise = mod(rand(v_texCoord + noise_x), 100.0);
	noise /= 100.0;

*/

/*

	float NOISE_X_OFFSET = (game_pos.x*-1)/(tex_size.x/tex_scale)*0.25;  //tex_size.x;
	float NOISE_Y_OFFSET = (game_pos.y*-1)/(tex_size.y/tex_scale)*0.25;//tex_size.y;//tex_size.y*-1;

	float ampl = (sin(((v_texCoord.y + NOISE_Y_OFFSET) * 60) + CC_Time.y*2.5)+1.0)/2.0;

	
	float noise_x = sin(CC_Time.y*2);//snoise(vec2(CC_Time.y*0.02 * 2, 0)) * game_scale;
	gl_FragColor = sum * 0.45 * ampl;//rand(v_texCoord + noise_x) ;//sum * (0.25);

*/
	float noise_x = sin(CC_Time.y*2);
	gl_FragColor = sum * (0.2 + 0.30*rand(v_texCoord + noise_x) * perlin);//sum * (0.25);
	//TODO vähän hitaamppi/nopeampi perlin??
}