#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
	#define MY_HIGHP_OR_MEDIUMP highp
#else
	#define MY_HIGHP_OR_MEDIUMP mediump
#endif

extern MY_HIGHP_OR_MEDIUMP vec2 glitched_b;
extern MY_HIGHP_OR_MEDIUMP number dissolve;
extern MY_HIGHP_OR_MEDIUMP number time;
extern MY_HIGHP_OR_MEDIUMP vec4 texture_details;
extern MY_HIGHP_OR_MEDIUMP vec2 image_details;
extern bool shadow;
extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1;
extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2;

vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
{
    if (dissolve < 0.001) {
        return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);
    }

    float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values

	float t = time * 10.0 + 2003.;
	vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
    vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);

	vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
	vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532),  cos( t / 61.4532));
	vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

    float field = (1.+ (
        cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
        cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
    vec2 borders = vec2(0.2, 0.8);

    float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
    - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
    - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
    - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)
    - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);

    if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {
        if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {
            tex.rgba = burn_colour_1.rgba;
        } else if (burn_colour_2.a > 0.01) {
            tex.rgba = burn_colour_2.rgba;
        }
    }

    return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0);
}

number hue(number s, number t, number h)
{
	number hs = mod(h, 1.)*6.;
	if (hs < 1.) return (t-s) * hs + s;
	if (hs < 3.) return t;
	if (hs < 4.) return (t-s) * (4.-hs) + s;
	return s;
}

vec4 RGB(vec4 c)
{
	if (c.y < 0.0001)
		return vec4(vec3(c.z), c.a);

	number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z);
	number s = 2.0 * c.z - t;
	return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w);
}

vec4 HSL(vec4 c)
{
	number low = min(c.r, min(c.g, c.b));
	number high = max(c.r, max(c.g, c.b));
	number delta = high - low;
	number sum = high+low;

	vec4 hsl = vec4(.0, .0, .5 * sum, c.a);
	if (delta == .0)
		return hsl;

	hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum);

	if (high == c.r)
		hsl.x = (c.g - c.b) / delta;
	else if (high == c.g)
		hsl.x = (c.b - c.r) / delta + 2.0;
	else
		hsl.x = (c.r - c.g) / delta + 4.0;

	hsl.x = mod(hsl.x / 6., 1.);
	return hsl;
}

vec4 RGBtoHSV(vec4 rgb)
{
    vec4 hsv;
    float minVal = min(min(rgb.r, rgb.g), rgb.b);
    float maxVal = max(max(rgb.r, rgb.g), rgb.b);
    float delta = maxVal - minVal;

    // Value
    hsv.z = maxVal;

    // Saturation
    if (maxVal != 0.0)
        hsv.y = delta / maxVal;
    else {
        // r = g = b = 0, s = 0, v is undefined
        hsv.y = 0.0;
        hsv.x = -1.0;
        return hsv;
    }

    // Hue
    if (rgb.r == maxVal)
        hsv.x = (rgb.g - rgb.b) / delta;      // between yellow & magenta
    else if (rgb.g == maxVal)
        hsv.x = 2.0 + (rgb.b - rgb.r) / delta;  // between cyan & yellow
    else
        hsv.x = 4.0 + (rgb.r - rgb.g) / delta;  // between magenta & cyan

    hsv.x = hsv.x * (1.0 / 6.0);
    if (hsv.x < 0.0)
        hsv.x += 1.0;

    // Alpha
    hsv.w = rgb.a;

    return hsv;
}

vec4 HSVtoRGB(vec4 hsv) {
    vec4 rgb;

    float h = hsv.x * 6.0;
    float c = hsv.z * hsv.y;
    float x = c * (1.0 - abs(mod(h, 2.0) - 1.0));
    float m = hsv.z - c;

    if (h < 1.0) {
        rgb = vec4(c, x, 0.0, hsv.a);
    } else if (h < 2.0) {
        rgb = vec4(x, c, 0.0, hsv.a);
    } else if (h < 3.0) {
        rgb = vec4(0.0, c, x, hsv.a);
    } else if (h < 4.0) {
        rgb = vec4(0.0, x, c, hsv.a);
    } else if (h < 5.0) {
        rgb = vec4(x, 0.0, c, hsv.a);
    } else {
        rgb = vec4(c, 0.0, x, hsv.a);
    }

    rgb.rgb += m;

    return rgb;
}

float bitxor(float val1, float val2)
{
	float outp = 0.;
	for(float i = 1.; i < 9.; i++) outp += floor(mod(mod(floor(val1*pow(2.,-i)),pow(2.,i))+mod(floor(val2*pow(2.,-i)),pow(2.,i)),2.))*pow(2.,i);
	return outp/256.;
}

float mod2(float val1, float mod1)
{
    val1 /= mod1;
    val1 -= floor(val1);
    return(mod1 * val1);
}


vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )
{
    vec4 tex = Texel(texture, texture_coords);
	vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;

	// Dummy, doesn't do anything but at least it makes the shader useable
    if (uv.x > uv.x * 2.){
        uv = glitched_b;
    }

    float mod = glitched_b.r * 1.0;

	number low = min(tex.r, min(tex.g, tex.b));
    number high = max(tex.r, max(tex.g, tex.b));
	number delta = high - low;

	//vec4 hsl = HSL(vec4(tex.r, tex.g, tex.b, tex.a));

	float t = glitched_b.y*2.221 + time;
	vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba;
    vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.;

	vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
	vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532),  cos( t / 61.4532));
	vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

    float field = (1.+ (
        cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
        cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;


    vec4 pixel = Texel(texture, texture_coords);

    float cx = uv_scaled_centered.x * 1.;
    float cy = uv_scaled_centered.y * 1.;

	float randnum = mod2(floor(4.*t), 256.)*mod2(floor(4.*t), 27.);
	randnum = mod2(bitxor(pow(randnum, 3.) - randnum + 3., 7. + floor(randnum/11.)), 256.);
	randnum = mod2(randnum*123.54,0.1)*10.;



    vec4 hsl = HSL(vec4(tex.r, tex.g, tex.b, tex.a));

    float xorscale = 10.;

    // |y| = 50, |x| = 50

    float mbx;
    float mby;
    float offx;
    float offy;
    float rmasksum = -1.;
    float rectmask = 1.;
    t = floor(t/4.);

    for(float i = 0.; i < 5.; i++)
    {     
        randnum = bitxor(255.*randnum + mod2(t,81.), pow(randnum*(16.-i), 2.));
        mbx = (cx - 25.*sin(100./randnum)) * (1. + 2.*(floor(cos(177./randnum + 1.))));
        mby = (cy - 25.*cos(113./randnum + 1.)) * (1. + 2.*(floor(sin(221./randnum))));
        offx = bitxor(255.*randnum, pow(255.*randnum,5.) - 255.*randnum);
        offy = bitxor(255.*randnum, pow(255.*randnum,5.) + 255.*randnum);
        offx /= 10.;
        offy /= 10.;
        rectmask = (-mbx + abs(abs(mbx) + offx) - offx) - (mby - abs(abs(mby) - offy) + offy);
        rmasksum *= -1. * min(0., max(-1., 5. - pow(rectmask, 2.)));
    }

    float laddermask = pow(sin((23.-20.*randnum*randnum)*pow(sin(sin(cy*randnum) + pow(sin(cy*randnum),2.)),2.)),2.) * rmasksum;
    

	hsl.x += floor(randnum + 0.1) * rmasksum * 4. * randnum * (1. - laddermask);// * bitxor(cx * xorscale, cy * xorscale)/4;
    hsl.y += laddermask * (1. + 2. * rmasksum); 
    hsl.z += floor(randnum + 0.2) * (1. + rmasksum) * (1. - 1.5*hsl.z) * 0.1;

    tex.rgb = RGB(hsl).rgb;

    pixel = vec4(pixel.rgb * 0.0 + tex.rgb * tex.a, pixel.a);



    float res = (.5 + .5* cos( (glitched_b.x) * 2.612 + ( field + -.5 ) *3.14));
    vec4 textp = RGB(hsl);
    tex.rgb = textp.rgb;
	return dissolve_mask(tex*colour, texture_coords, uv);
}

extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos;
extern MY_HIGHP_OR_MEDIUMP float hovering;
extern MY_HIGHP_OR_MEDIUMP float screen_scale;

#ifdef VERTEX
vec4 position( mat4 transform_projection, vec4 vertex_position )
{
    if (hovering <= 0.){
        return transform_projection * vertex_position;
    }
    float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
    vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
    float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
                *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);

    return transform_projection * vertex_position + vec4(0.,0.,0.,scale);
}
#endif
