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#ifndef __RAY_MARCHING_INC
#define __RAY_MARCHING_INC

#include "math.cginc"
#include "ray_marching_maps.hlsl"
#include "texture_utils.cginc"
#include "vertex.cginc"

struct RayMarchResult {
  float3 objPos;
  float3 objNorm;
  float3 objTan;
};

float3 getObjPos(v2f i)
{
  return i.objPos;
}

void GetRoRd(v2f i, out float3 ro, out float3 rd) {
  ro = getObjPos(i);
  float3 objCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
  float3 obj_space_camera_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0));
  rd = normalize(getObjPos(i) - obj_space_camera_pos);
}

RayMarchResult ray_march(v2f i) {
  float3 ro, rd;
  GetRoRd(i, ro, rd);

#if defined(_VERTEX_DEFORMATION)
  float3 rd_perp = i.normal * dot(i.normal, rd);
  float3 rd_tan  = rd - rd_perp;
  float3 tmp = ro;
  deform_normal(tmp, rd_perp, rd_tan);
  rd = rd_perp + rd_tan;
#endif

  const float kMinDist = 1e-3;
  // TODO dial this in & parameterize
  const float kMaxDist = 10;
  // TODO parameterize
  const uint kMaxIter = 10;
  float d_acc = 0;
  for (uint ii = 0; ii < kMaxIter; ++ii) {
    float3 p = ro + rd * d_acc;
    float d_cur = map(p);
    d_acc += d_cur;
    if (d_cur < kMinDist) {
      break;
    }
    if (d_acc > kMaxDist) {
      break;
    }
  }

  // TODO clip / hit detection
  float3 lclPos = ro + rd * d_acc;
  float3 lclNorm;
  float3 lclTan;
  map_normal(lclPos, lclNorm, lclTan);

  RayMarchResult res;
  res.objPos = lclPos;
  res.objNorm = lclNorm;
  res.objTan = lclTan;

  return res;
}

#endif  // __RAY_MARCHING_INC