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#ifndef __VERTEX_INC
#define __VERTEX_INC

#include "vertex_deformation.hlsl"

void deform(inout float3 objPos) {
  float t_eps = 1e-9;
#if defined(_VERTEX_DEFORMATION_XZ_TUBE)
  {
    float t = clamp(_Vertex_Deformation_XZ_Tube_t, -1+t_eps, 1-t_eps);;
    objPos = plane_to_tube(objPos.xyz, t);
  }
#endif  // _VERTEX_DEFORMATION_XZ_TUBE
#if defined(_VERTEX_DEFORMATION_YZ_TUBE)
  {
    float t = clamp(_Vertex_Deformation_YZ_Tube_t, -1+t_eps, 1-t_eps);
    objPos = plane_to_tube(objPos.yxz, t);
    objPos = objPos.yxz;
  }
#endif  // _VERTEX_DEFORMATION_YZ_TUBE
#if defined(_VERTEX_DEFORMATION_XY_TUBE)
  {
    float t = clamp(_Vertex_Deformation_XY_Tube_t, -1+t_eps, 1-t_eps);
    objPos = plane_to_tube(objPos.xzy, t);
    objPos = objPos.xzy;
  }
#endif  // _VERTEX_DEFORMATION_XY_TUBE
#if defined(_VERTEX_DEFORMATION_SEAL)
  {
    float A = _Vertex_Deformation_Seal_A;
    float k = _Vertex_Deformation_Seal_k;
    float t = _Time[3] * _Vertex_Deformation_Seal_t;
    objPos = seal(objPos.xyz, A, k, t);
  }
#endif  // _VERTEX_DEFORMATION_SEAL
}

void deform_normal(float3 objPos, inout float3 objNorm, inout float3 objTan) {
#if defined(_VERTEX_DEFORMATION_XZ_TUBE)
  {
    float t = _Vertex_Deformation_XZ_Tube_t;
    plane_to_tube_normal(objPos, objNorm, objTan, t);
  }
#endif  // _VERTEX_DEFORMATION_XZ_TUBE
#if defined(_VERTEX_DEFORMATION_YZ_TUBE)
  {
    float t = _Vertex_Deformation_YZ_Tube_t;
    plane_to_tube_normal(objPos.yxz, objNorm.yxz, objTan.yxz, t);
  }
#endif  // _VERTEX_DEFORMATION_YZ_TUBE
#if defined(_VERTEX_DEFORMATION_XY_TUBE)
  {
    float t = _Vertex_Deformation_XY_Tube_t;
    plane_to_tube_normal(objPos.xzy, objNorm.xzy, objTan.xzy, t);
  }
#endif  // _VERTEX_DEFORMATION_XY_TUBE
#if defined(_VERTEX_DEFORMATION_SEAL)
  {
    float A = _Vertex_Deformation_Seal_A;
    float k = _Vertex_Deformation_Seal_k;
    float t = _Time[0] * _Vertex_Deformation_Seal_t;
    seal_normal(objPos, objNorm, objTan, A, k, t);
  }
#endif  // _VERTEX_DEFORMATION_SEAL
}

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