uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform int NormalMapExists;
uniform float FogBeginDistance;
uniform float FogEndDistance;
uniform vec4 FogColor;

varying vec2 texCoord;
varying vec3 camVec;
varying vec3 lightVec;
varying vec3 vertexPos;


void main()
{
	vec3 lVec = lightVec;
	vec3 cVec = normalize(camVec);
	
	//go-go-go
	vec3 TexRGB = texture2D(Texture, texCoord.xy).xyz;
	
	vec3 norm = vec3(0.0,0.0,1.0);
	
	float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
	
	float light_coef = 1.0;

	vec4 ambient = gl_LightSource[0].ambient;
	vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lVec,norm),0.0), light_coef);
	vec4 specular = gl_LightSource[0].specular * min(shineFactor, light_coef);

	float fogFactor = min(max(max(abs(vertexPos.x)-FogBeginDistance, abs(vertexPos.z)-FogBeginDistance),0.0)/(FogEndDistance - FogBeginDistance),1.0);
	
	gl_FragColor = mix(vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular), FogColor, fogFactor);

}