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#ifndef __VERTEX_DOMAIN_WARPING_INC
#define __VERTEX_DOMAIN_WARPING_INC
#include "audiolink.cginc"
#include "features.cginc"
#include "globals.cginc"
#include "math.cginc"
float3 domainWarpVertexPosition(float3 objPos) {
#if defined(_VERTEX_DOMAIN_WARPING)
float speed = _Vertex_Domain_Warping_Speed;
float scale = _Vertex_Domain_Warping_Scale;
float strength = _Vertex_Domain_Warping_Strength;
uint octaves = (uint) _Vertex_Domain_Warping_Octaves;
#if defined(_VERTEX_DOMAIN_WARPING_AUDIOLINK)
[branch]
if (AudioLinkIsAvailable()) {
float vu = AudioLinkData(ALPASS_FILTEREDVU_INTENSITY + uint2(0, 0));
strength += vu * _Vertex_Domain_Warping_Audiolink_VU_Strength_Factor;
scale += vu * _Vertex_Domain_Warping_Audiolink_VU_Scale_Factor;
}
#endif
for (uint i = 0; i < octaves; i++) {
float3 uv = objPos * scale + speed * _Time[0];
float3 noise = _Vertex_Domain_Warping_Noise.SampleLevel(linear_repeat_s, uv, 0);
objPos += (noise * 2 - 1) * strength;
}
#endif // _VERTEX_DOMAIN_WARPING
return objPos;
}
#endif // __VERTEX_DOMAIN_WARPING_INC
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