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#ifndef __VERTEX_INC
#define __VERTEX_INC
#include "globals.cginc"
#include "vertex_deformation.hlsl"
#define FOO(x) (x)
#if defined(_VERTEX_DEFORMATION_XZ_UNTUBE)
#define VERTEX_DEFORM_XZ_UNTUBE_PREAMBLE \
float t = _Vertex_Deformation_XZ_Untube_t
#define VERTEX_DEFORM_XZ_UNTUBE_POS \
objPos = tube_to_plane(objPos.xyz, t)
#define VERTEX_DEFORM_XZ_UNTUBE_NORM \
tube_to_plane_normal(objPos, objNorm, objTan, t)
#else
#define VERTEX_DEFORM_XZ_UNTUBE_PREAMBLE
#define VERTEX_DEFORM_XZ_UNTUBE_POS
#define VERTEX_DEFORM_XZ_UNTUBE_NORM
#endif // VERTEX_DEFORMATION_XZ_UNTUBE
#if defined(_VERTEX_DEFORMATION_YZ_UNTUBE)
#define VERTEX_DEFORM_YZ_UNTUBE_PREAMBLE \
float t = _Vertex_Deformation_YZ_Untube_t
#define VERTEX_DEFORM_YZ_UNTUBE_POS \
objPos = tube_to_plane(objPos.yxz, t); \
objPos = objPos.yxz
#define VERTEX_DEFORM_YZ_UNTUBE_NORM \
float3 yzPos = objPos.yxz; \
float3 yzNorm = objNorm.yxz; \
float3 yzTan = objTan.yxz; \
tube_to_plane_normal(yzPos, yzNorm, yzTan, t); \
objPos = yzPos.yxz; \
objNorm = yzNorm.yxz; \
objTan = yzTan.yxz
#else
#define VERTEX_DEFORM_YZ_UNTUBE_PREAMBLE
#define VERTEX_DEFORM_YZ_UNTUBE_POS
#define VERTEX_DEFORM_YZ_UNTUBE_NORM
#endif // VERTEX_DEFORMATION_YZ_UNTUBE
#if defined(_VERTEX_DEFORMATION_XY_UNTUBE)
#define VERTEX_DEFORM_XY_UNTUBE_PREAMBLE \
float t = _Vertex_Deformation_XY_Untube_t
#define VERTEX_DEFORM_XY_UNTUBE_POS \
objPos = tube_to_plane(objPos.xzy, t); \
objPos = objPos.xzy
#define VERTEX_DEFORM_XY_UNTUBE_NORM \
float3 xyPos = objPos.xzy; \
float3 xyNorm = objNorm.xzy; \
float3 xyTan = objTan.xzy; \
tube_to_plane_normal(xyPos, xyNorm, xyTan, t); \
objPos = xyPos.xzy; \
objNorm = xyNorm.xzy; \
objTan = xyTan.xzy
#else
#define VERTEX_DEFORM_XY_UNTUBE_PREAMBLE
#define VERTEX_DEFORM_XY_UNTUBE_POS
#define VERTEX_DEFORM_XY_UNTUBE_NORM
#endif // VERTEX_DEFORMATION_XY_UNTUBE
#if defined(_VERTEX_DEFORMATION_XZ_TUBE)
#define VERTEX_DEFORM_XZ_TUBE_PREAMBLE \
float t = _Vertex_Deformation_XZ_Tube_t
#define VERTEX_DEFORM_XZ_TUBE_POS \
objPos = plane_to_tube(objPos.xyz, t)
#define VERTEX_DEFORM_XZ_TUBE_NORM \
plane_to_tube_normal(objPos, objNorm, objTan, t)
#else
#define VERTEX_DEFORM_XZ_TUBE_PREAMBLE
#define VERTEX_DEFORM_XZ_TUBE_POS
#define VERTEX_DEFORM_XZ_TUBE_NORM
#endif // VERTEX_DEFORMATION_XZ_TUBE
#if defined(_VERTEX_DEFORMATION_YZ_TUBE)
#define VERTEX_DEFORM_YZ_TUBE_PREAMBLE \
float t = _Vertex_Deformation_YZ_Tube_t
#define VERTEX_DEFORM_YZ_TUBE_POS \
objPos = plane_to_tube(objPos.yxz, t); \
objPos = objPos.yxz
#define VERTEX_DEFORM_YZ_TUBE_NORM \
float3 yzPos = objPos.yxz; \
float3 yzNorm = objNorm.yxz; \
float3 yzTan = objTan.yxz; \
plane_to_tube_normal(yzPos, yzNorm, yzTan, t); \
objPos = yzPos.yxz; \
objNorm = yzNorm.yxz; \
objTan = yzTan.yxz
#else
#define VERTEX_DEFORM_YZ_TUBE_PREAMBLE
#define VERTEX_DEFORM_YZ_TUBE_POS
#define VERTEX_DEFORM_YZ_TUBE_NORM
#endif // VERTEX_DEFORMATION_YZ_TUBE
#if defined(_VERTEX_DEFORMATION_XY_TUBE)
#define VERTEX_DEFORM_XY_TUBE_PREAMBLE \
float t = _Vertex_Deformation_XY_Tube_t
#define VERTEX_DEFORM_XY_TUBE_POS \
objPos = plane_to_tube(objPos.xzy, t); \
objPos = objPos.xzy
#define VERTEX_DEFORM_XY_TUBE_NORM \
float3 xyPos = objPos.xzy; \
float3 xyNorm = objNorm.xzy; \
float3 xyTan = objTan.xzy; \
plane_to_tube_normal(xyPos, xyNorm, xyTan, t); \
objPos = xyPos.xzy; \
objNorm = xyNorm.xzy; \
objTan = xyTan.xzy
#else
#define VERTEX_DEFORM_XY_TUBE_PREAMBLE
#define VERTEX_DEFORM_XY_TUBE_POS
#define VERTEX_DEFORM_XY_TUBE_NORM
#endif // VERTEX_DEFORMATION_XY_TUBE
#if defined(_VERTEX_DEFORMATION_NORM_CONVERSION)
#define VERTEX_DEFORM_NORM_CONVERSION_PREAMBLE \
float t = _Vertex_Deformation_Norm_Conversion_t; \
float input_k = _Vertex_Deformation_Norm_Conversion_Input_k; \
float output_k = _Vertex_Deformation_Norm_Conversion_Output_k
#define VERTEX_DEFORM_NORM_CONVERSION_POS \
objPos = norm_conversion(objPos.xyz, input_k, output_k, t)
#define VERTEX_DEFORM_NORM_CONVERSION_NORM \
norm_conversion_normal(objPos, objNorm, objTan, input_k, output_k, t)
#else
#define VERTEX_DEFORM_NORM_CONVERSION_PREAMBLE
#define VERTEX_DEFORM_NORM_CONVERSION_POS
#define VERTEX_DEFORM_NORM_CONVERSION_NORM
#endif // _VERTEX_DEFORMATION_NORM_CONVERSION
#if defined(_VERTEX_DEFORMATION_SEAL)
#define VERTEX_DEFORM_SEAL_PREAMBLE \
float A = _Vertex_Deformation_Seal_A; \
float k = _Vertex_Deformation_Seal_k; \
float st = t * _Vertex_Deformation_Seal_t
#define VERTEX_DEFORM_SEAL_POS \
objPos = seal(objPos.xyz, A, k, st)
#define VERTEX_DEFORM_SEAL_NORM \
seal_normal(objPos, objNorm, objTan, A, k, st)
#else
#define VERTEX_DEFORM_SEAL_PREAMBLE
#define VERTEX_DEFORM_SEAL_POS
#define VERTEX_DEFORM_SEAL_NORM
#endif // _VERTEX_DEFORMATION_SEAL
#if defined(_VERTEX_DEFORMATION_SINE_WAVES)
#define VERTEX_DEFORM_SINE_WAVES_PREAMBLE \
float st = t * 10; \
float3 amplitude = _Vertex_Deformation_Sine_Waves_Amplitude; \
float3 direction = _Vertex_Deformation_Sine_Waves_Direction; \
float3 k = _Vertex_Deformation_Sine_Waves_k; \
float3 omega = _Vertex_Deformation_Sine_Waves_omega
#define VERTEX_DEFORM_SINE_WAVES_POS \
objPos = sine_wave(objPos.xyz, amplitude, direction, k, omega, st)
#define VERTEX_DEFORM_SINE_WAVES_NORM \
sine_wave_normal(objPos, objNorm, objTan, amplitude, direction, k, omega, st)
#else
#define VERTEX_DEFORM_SINE_WAVES_PREAMBLE
#define VERTEX_DEFORM_SINE_WAVES_POS
#define VERTEX_DEFORM_SINE_WAVES_NORM
#endif // _VERTEX_DEFORMATION_SINE_WAVES
#if defined(_VERTEX_DEFORMATION_FBM)
#define VERTEX_DEFORM_FBM_PREAMBLE \
float st = t; \
float amplitude = _Vertex_Deformation_FBM_Amplitude; \
float gain = _Vertex_Deformation_FBM_Gain; \
float lacunarity = _Vertex_Deformation_FBM_Lacunarity; \
float scale = _Vertex_Deformation_FBM_Scale; \
float octaves = _Vertex_Deformation_FBM_Octaves; \
float3 velocity = _Vertex_Deformation_FBM_Velocity
#define VERTEX_DEFORM_FBM_POS \
objPos = fbm(objPos, st, amplitude, gain, lacunarity, scale, octaves, velocity)
#define VERTEX_DEFORM_FBM_NORM \
fbm_normal(objPos, objNorm, objTan, st, amplitude, gain, lacunarity, scale, octaves, velocity)
#else
#define VERTEX_DEFORM_FBM_PREAMBLE
#define VERTEX_DEFORM_FBM_POS
#define VERTEX_DEFORM_FBM_NORM
#endif // _VERTEX_DEFORMATION_FBM
void deform(inout float3 objPos) {
const float t = getTime();
{
VERTEX_DEFORM_XZ_UNTUBE_PREAMBLE;
VERTEX_DEFORM_XZ_UNTUBE_POS;
}
{
VERTEX_DEFORM_YZ_UNTUBE_PREAMBLE;
VERTEX_DEFORM_YZ_UNTUBE_POS;
}
{
VERTEX_DEFORM_XY_UNTUBE_PREAMBLE;
VERTEX_DEFORM_XY_UNTUBE_POS;
}
{
VERTEX_DEFORM_XZ_TUBE_PREAMBLE;
VERTEX_DEFORM_XZ_TUBE_POS;
}
{
VERTEX_DEFORM_YZ_TUBE_PREAMBLE;
VERTEX_DEFORM_YZ_TUBE_POS;
}
{
VERTEX_DEFORM_XY_TUBE_PREAMBLE;
VERTEX_DEFORM_XY_TUBE_POS;
}
{
VERTEX_DEFORM_NORM_CONVERSION_PREAMBLE;
VERTEX_DEFORM_NORM_CONVERSION_POS;
}
{
VERTEX_DEFORM_SEAL_PREAMBLE;
VERTEX_DEFORM_SEAL_POS;
}
{
VERTEX_DEFORM_SINE_WAVES_PREAMBLE;
VERTEX_DEFORM_SINE_WAVES_POS;
}
{
VERTEX_DEFORM_FBM_PREAMBLE;
VERTEX_DEFORM_FBM_POS;
}
}
void deform_normal(inout float3 objPos, inout float3 objNorm, inout float3 objTan) {
const float t = getTime();
{
VERTEX_DEFORM_XZ_UNTUBE_PREAMBLE;
VERTEX_DEFORM_XZ_UNTUBE_NORM;
}
{
VERTEX_DEFORM_YZ_UNTUBE_PREAMBLE;
VERTEX_DEFORM_YZ_UNTUBE_NORM;
}
{
VERTEX_DEFORM_XY_UNTUBE_PREAMBLE;
VERTEX_DEFORM_XY_UNTUBE_NORM;
}
{
VERTEX_DEFORM_XZ_TUBE_PREAMBLE;
VERTEX_DEFORM_XZ_TUBE_NORM;
}
{
VERTEX_DEFORM_YZ_TUBE_PREAMBLE;
VERTEX_DEFORM_YZ_TUBE_NORM;
}
{
VERTEX_DEFORM_XY_TUBE_PREAMBLE;
VERTEX_DEFORM_XY_TUBE_NORM;
}
{
VERTEX_DEFORM_NORM_CONVERSION_PREAMBLE;
VERTEX_DEFORM_NORM_CONVERSION_NORM;
}
{
VERTEX_DEFORM_SEAL_PREAMBLE;
VERTEX_DEFORM_SEAL_NORM;
}
{
VERTEX_DEFORM_SINE_WAVES_PREAMBLE;
VERTEX_DEFORM_SINE_WAVES_NORM;
}
{
VERTEX_DEFORM_FBM_PREAMBLE;
VERTEX_DEFORM_FBM_NORM;
}
}
// `objPos` is in the un-deformed coordinate system, while `objNorm` and
// `objTan` are in the deformed coordinate system. The task is to map `objNorm`
// and `objTan` to the un-deformed coordinate system.
// We do this, coarsely, as follows:
// 1. Map objPos into the deformed coordinate system through stepwise
// transformations, like `deform`. We remember each position along the way.
// 2. Map objNorm and objTan back one step using the deformed final position.
// For the first iteration, we use the last (deformed) `objPos` that we
// remembered from step 1.
// 3. Repeat step 2 until we're back in the un-deforme coordinate system. At
// each step, we use the cached objPos from the forward pass (step 1), so
// that we evaluate the normal deformation at the correct point in space.
void undeform_normal(inout float3 objPos, inout float3 objNorm, inout float3 objTan) {
const float t = getTime();
const int kMaxDeformations = 32;
// Cache each intermediate position so we can undo stages in reverse order.
float3 posHistory[kMaxDeformations + 1];
int posCount = 0;
posHistory[posCount++] = objPos;
#if defined(_VERTEX_DEFORMATION_XZ_UNTUBE)
{
VERTEX_DEFORM_XZ_UNTUBE_PREAMBLE;
VERTEX_DEFORM_XZ_UNTUBE_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_YZ_UNTUBE)
{
VERTEX_DEFORM_YZ_UNTUBE_PREAMBLE;
VERTEX_DEFORM_YZ_UNTUBE_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_XY_UNTUBE)
{
VERTEX_DEFORM_XY_UNTUBE_PREAMBLE;
VERTEX_DEFORM_XY_UNTUBE_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_XZ_TUBE)
{
VERTEX_DEFORM_XZ_TUBE_PREAMBLE;
VERTEX_DEFORM_XZ_TUBE_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_YZ_TUBE)
{
VERTEX_DEFORM_YZ_TUBE_PREAMBLE;
VERTEX_DEFORM_YZ_TUBE_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_XY_TUBE)
{
VERTEX_DEFORM_XY_TUBE_PREAMBLE;
VERTEX_DEFORM_XY_TUBE_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_NORM_CONVERSION)
{
VERTEX_DEFORM_NORM_CONVERSION_PREAMBLE;
VERTEX_DEFORM_NORM_CONVERSION_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_SEAL)
{
VERTEX_DEFORM_SEAL_PREAMBLE;
VERTEX_DEFORM_SEAL_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_SINE_WAVES)
{
VERTEX_DEFORM_SINE_WAVES_PREAMBLE;
VERTEX_DEFORM_SINE_WAVES_POS;
posHistory[posCount++] = objPos;
}
#endif
#if defined(_VERTEX_DEFORMATION_FBM)
{
VERTEX_DEFORM_FBM_PREAMBLE;
VERTEX_DEFORM_FBM_POS;
posHistory[posCount++] = objPos;
}
#endif
float3 objPos_deformed = objPos;
int cursor = posCount - 1;
objPos = posHistory[cursor];
#if defined(_VERTEX_DEFORMATION_FBM)
if (cursor > 0) {
VERTEX_DEFORM_FBM_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
fbm_undeform_normal(stageInput, st, amplitude, gain, lacunarity, scale,
octaves, velocity, objNorm, objTan);
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_SINE_WAVES)
if (cursor > 0) {
VERTEX_DEFORM_SINE_WAVES_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
sine_wave_undeform_normal(stageInput, objNorm, objTan, amplitude, direction,
k, omega, st);
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_SEAL)
if (cursor > 0) {
VERTEX_DEFORM_SEAL_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
seal_undeform_normal(stageInput, objNorm, objTan, A, k, st);
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_NORM_CONVERSION)
if (cursor > 0) {
VERTEX_DEFORM_NORM_CONVERSION_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
norm_conversion_undeform_normal(stageInput, objNorm, objTan, input_k, output_k, t);
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_XY_TUBE)
if (cursor > 0) {
VERTEX_DEFORM_XY_TUBE_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
float3 xyPos = stageInput.xzy;
float3 xyNorm = objNorm.xzy;
float3 xyTan = objTan.xzy;
plane_to_tube_undeform_normal(xyPos, xyNorm, xyTan, t);
objNorm = xyNorm.xzy;
objTan = xyTan.xzy;
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_YZ_TUBE)
if (cursor > 0) {
VERTEX_DEFORM_YZ_TUBE_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
float3 yzPos = stageInput.yxz;
float3 yzNorm = objNorm.yxz;
float3 yzTan = objTan.yxz;
plane_to_tube_undeform_normal(yzPos, yzNorm, yzTan, t);
objNorm = yzNorm.yxz;
objTan = yzTan.yxz;
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_XZ_TUBE)
if (cursor > 0) {
VERTEX_DEFORM_XZ_TUBE_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
plane_to_tube_undeform_normal(stageInput, objNorm, objTan, t);
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_XY_UNTUBE)
if (cursor > 0) {
VERTEX_DEFORM_XY_UNTUBE_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
float3 xyPos = stageInput.xzy;
float3 xyNorm = objNorm.xzy;
float3 xyTan = objTan.xzy;
tube_to_plane_undeform_normal(xyPos, xyNorm, xyTan, t);
objNorm = xyNorm.xzy;
objTan = xyTan.xzy;
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_YZ_UNTUBE)
if (cursor > 0) {
VERTEX_DEFORM_YZ_UNTUBE_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
float3 yzPos = stageInput.yxz;
float3 yzNorm = objNorm.yxz;
float3 yzTan = objTan.yxz;
tube_to_plane_undeform_normal(yzPos, yzNorm, yzTan, t);
objNorm = yzNorm.yxz;
objTan = yzTan.yxz;
objPos = stageInput;
cursor -= 1;
}
#endif
#if defined(_VERTEX_DEFORMATION_XZ_UNTUBE)
if (cursor > 0) {
VERTEX_DEFORM_XZ_UNTUBE_PREAMBLE;
float3 stageInput = posHistory[cursor - 1];
tube_to_plane_undeform_normal(stageInput, objNorm, objTan, t);
objPos = stageInput;
cursor -= 1;
}
#endif
objPos = objPos_deformed;
}
void propagateObjPos(inout v2f i) {
i.worldPos = mul(unity_ObjectToWorld, float4(i.objPos, 1));
i.pos = UnityObjectToClipPos(i.objPos);
i.eyeVec.xyz = i.worldPos - _WorldSpaceCameraPos;
}
#endif // __VERTEX_INC
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