/***********************************************/
/*          Copyright (C) 2024 Belmu           */
/*       GNU General Public License V3.0       */
/***********************************************/

#include "/settings.glsl"
#include "/include/taau_scale.glsl"

#include "/include/common.glsl"

#if defined STAGE_VERTEX

    /*
        const bool colortex0MipmapEnabled = true;
    */

    flat out float avgLuminance;
    out vec2 textureCoords;

    #if MANUAL_CAMERA == 0 && DEBUG_HISTOGRAM == 1 && EXPOSURE == 2
        flat out int medianBin;
        flat out vec4[HISTOGRAM_BINS / 4] luminanceHistogram;
    #endif

    #if MANUAL_CAMERA == 0 && EXPOSURE == 2

        ivec2 tiles    = ivec2(floor(32.0 * vec2(1.0, aspectRatio)));
        vec2  tileSize = 1.0 / tiles;

        int getBinFromLuminance(float luminance) {
            if(luminance <= 0) return 0;

    	    return int(clamp((log(luminance) * rcpLuminanceRange - (minLuminance * rcpLuminanceRange)) * HISTOGRAM_BINS, 0, HISTOGRAM_BINS - 1));
        }

        float getLuminanceFromBin(int bin) {
            return exp((bin * rcp(HISTOGRAM_BINS)) * luminanceRange + minLuminance);
        }

        float[HISTOGRAM_BINS] buildLuminanceHistogram() {
            float lod = ceil(log2(maxOf(viewSize * tileSize)));

            float[HISTOGRAM_BINS] pdf;
            for(int i = 0; i < HISTOGRAM_BINS; i++) pdf[i] = 0.0;

            for(int x = 0; x < tiles.x; x++) {
                for(int y = 0; y < tiles.y; y++) {
                    vec2 coords     = vec2(x, y) * tileSize + tileSize * 0.5;
                    float luminance = luminance(textureLod(MAIN_BUFFER, coords, lod).rgb);

                    pdf[getBinFromLuminance(luminance)]++;
                }
            }
            for(int i = 0; i < HISTOGRAM_BINS; i++) pdf[i] *= tileSize.x * tileSize.y;
            return pdf;
        }

        int getClosestBinToMedian(float[HISTOGRAM_BINS] pdf) {
            float cumulativeDensity = 0.0;
            vec2 closestBinToMedian = vec2(0.0, 1.0); // vec2(bin, dist)

            // Binary search to find the closest bin to the median (CDF = 0.5)
            for(int i = 0; i < HISTOGRAM_BINS; i++, cumulativeDensity += pdf[i]) {
                float distToMedian = distance(cumulativeDensity, 0.5);
                closestBinToMedian = distToMedian < closestBinToMedian.y ? vec2(i, distToMedian) : closestBinToMedian;
            }
            return int(closestBinToMedian.x);
        }

    #endif

    void main() {
        gl_Position   = vec4(gl_Vertex.xy * 2.0 - 1.0, 1.0, 1.0);
        textureCoords = gl_Vertex.xy;

        #if MANUAL_CAMERA == 0 && EXPOSURE > 0
            #if EXPOSURE == 1
                float avgLuma = luminance(textureLod(MAIN_BUFFER, vec2(0.5), ceil(log2(maxOf(viewSize)))).rgb);
            #else
                float[HISTOGRAM_BINS] pdf = buildLuminanceHistogram();
                int closestBinToMedian    = getClosestBinToMedian(pdf);

                #if DEBUG_HISTOGRAM == 1
                    medianBin = closestBinToMedian;
                    for(int i = 0; i < HISTOGRAM_BINS; i++) luminanceHistogram[i >> 2][i & 3] = pdf[i];
                #endif

                float avgLuma = getLuminanceFromBin(closestBinToMedian);
            #endif

            float luma = texelFetch(HISTORY_BUFFER, ivec2(0), 0).a;
                  luma = luma > 0.0 ? luma : avgLuma;
                  luma = isnan(luma) || isinf(luma) ? avgLuma : luma;

            float exposureTime = avgLuma < luma ? EXPOSURE_GROWTH : EXPOSURE_DECAY;
                  avgLuminance = mix(avgLuma, luma, exp(-exposureTime * frameTime));
        #endif
    }

#elif defined STAGE_FRAGMENT

    /* RENDERTARGETS: 0,8 */

    layout (location = 0) out vec4 color;
    layout (location = 1) out vec4 history;

    flat in float avgLuminance;
    in vec2 textureCoords;

    #if MANUAL_CAMERA == 0 && DEBUG_HISTOGRAM == 1 && EXPOSURE == 2
        flat in int medianBin;
        flat in vec4[HISTOGRAM_BINS / 4] luminanceHistogram;
    #endif

    #if TAA == 1
        #include "/include/post/exposure.glsl"
    #endif

    void main() {
        color.rgb = texture(MAIN_BUFFER, textureCoords).rgb;

        #if TAA == 1
            history.rgb = color.rgb * computeExposure(avgLuminance);
            history.rgb = reinhard(history.rgb);
        #else
            history.rgb = color.rgb;
        #endif

        #if MANUAL_CAMERA == 0 && EXPOSURE > 0
            history.a = avgLuminance;
            color.a   = avgLuminance;

            #if DEBUG_HISTOGRAM == 1 && EXPOSURE == 2
    	        if(all(lessThan(gl_FragCoord.xy, debugHistogramSize))) {
                    vec2 coords = gl_FragCoord.xy * rcp(debugHistogramSize);
    		        int index   = int(HISTOGRAM_BINS * coords.x);
                    color.rgb   = luminanceHistogram[index >> 2][index & 3] > coords.y * 0.6 ? vec3(1.0, 0.0, 0.0) * max0(1.0 - abs(index - medianBin)) : vec3(1.0);
    	        }
            #endif
        #endif
    }
    
#endif
