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#ifndef __INTERPOLATORS_INC
#define __INTERPOLATORS_INC

#include "AutoLight.cginc"

struct appdata {
  float4 vertex   : POSITION;
#if defined(_RAY_MARCHING_BAKED_ORIGINS)
  float4 color    : COLOR;  // vertex color
#endif
  float3 normal   : NORMAL;
  float4 tangent  : TANGENT;

  float2 uv0      : TEXCOORD0;
  float2 uv1      : TEXCOORD1;
  float2 uv2      : TEXCOORD2;
  float2 uv3      : TEXCOORD3;

  UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f {
#if defined(_TESSELLATION)
	float4 tpos         : INTERNALTESSPOS;
#endif
  linear noperspective centroid float4 pos         : SV_POSITION;
	float4 uv01        : TEXCOORD0;
	float4 uv23        : TEXCOORD1;
	float3 objPos      : TEXCOORD2;
  float3 worldPos    : TEXCOORD3;
  float4 eyeVec      : TEXCOORD4; // eyeVec.xyz | fogCoord
  float3 normal      : TEXCOORD5;
  float4 tangent     : TEXCOORD6;
  UNITY_LIGHTING_COORDS(7,8)
  // TODO figure out some metaprogramming or preprocessor to better allocate optional texcoords :(
#if defined(_VERTEX_DEFORMATION_FRAGMENT_NORMALS) || \
    defined(_VERTEX_DEFORMATION_TESSELLATION) || \
    defined(_IMPOSTORS) && defined(_INSTANCE_TEXTURE_OFFSET)
  float3 objPos_orig : TEXCOORD9;
#endif
#if defined(_RAY_MARCHING_BAKED_ORIGINS)
  float4 color : TEXCOORD10;
#endif

  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};

#endif  // __INTERPOLATORS_INC