uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform int NormalMapExists;

varying vec2 texCoord;
varying int activeLightCount;
varying vec3 camVec;
varying vec3 lightVec[8];

void main()
{
	vec3 lVec;
	vec3 cVec = normalize(camVec);
	
	float parallax = 0.035;

	//double refinement
	float height = texture2D(NormalMap, texCoord.xy).a;
	float offset = parallax * (2.0 * height - 1.0);
	vec2 parallaxTexCoord = texCoord.xy + offset * cVec.xy;
	height += texture2D(NormalMap, parallaxTexCoord).a;
	
	offset = parallax * (height - 1.0);
	
	parallaxTexCoord = texCoord.xy + offset * cVec.xy;

	//go-go-go
	vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
	vec3 norm;
	
	if (NormalMapExists == 0)
	{
		norm = vec3(0.0,0.0,1.0);
	}
	else
	{
		norm = texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0;
	}
	float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
	
	gl_FragColor = vec4(0.0,0.0,0.0,1.0);
	
	for (int i=0;i<activeLightCount;i++)
	{
		vec3 lVec = normalize(lightVec[i]);
	
		vec4 ambient = gl_LightSource[i].ambient;
		vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[i].diffuse * max( dot(lVec,norm),0.0);
		vec4 specular = gl_LightSource[i].specular * shineFactor;

		gl_FragColor += vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
	}

}