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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)
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
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