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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_TUBE_TO_PLANE_0)
#define VERTEX_DEFORM_TUBE_TO_PLANE_0_PREAMBLE                    \
  float3 p = _Vertex_Deformation_Tube_To_Plane_0_p;               \
  float3 r = _Vertex_Deformation_Tube_To_Plane_0_r;               \
  float3 s = _Vertex_Deformation_Tube_To_Plane_0_s;               \
  float t = _Vertex_Deformation_Tube_To_Plane_0_t
#define VERTEX_DEFORM_TUBE_TO_PLANE_0_POS                         \
  objPos = tube_to_plane(objPos, p, r, s, t)
#define VERTEX_DEFORM_TUBE_TO_PLANE_0_NORM                        \
  tube_to_plane_normal(objPos, objNorm, objTan, p, r, s, t)
#else
#define VERTEX_DEFORM_TUBE_TO_PLANE_0_PREAMBLE
#define VERTEX_DEFORM_TUBE_TO_PLANE_0_POS
#define VERTEX_DEFORM_TUBE_TO_PLANE_0_NORM
#endif  // VERTEX_DEFORMATION_TUBE_TO_PLANE_0

#if defined(_VERTEX_DEFORMATION_TUBE_TO_PLANE_1)
#define VERTEX_DEFORM_TUBE_TO_PLANE_1_PREAMBLE                    \
  float3 p = _Vertex_Deformation_Tube_To_Plane_1_p;               \
  float3 r = _Vertex_Deformation_Tube_To_Plane_1_r;               \
  float3 s = _Vertex_Deformation_Tube_To_Plane_1_s;               \
  float t = _Vertex_Deformation_Tube_To_Plane_1_t
#define VERTEX_DEFORM_TUBE_TO_PLANE_1_POS                         \
  objPos = tube_to_plane(objPos, p, r, s, t)
#define VERTEX_DEFORM_TUBE_TO_PLANE_1_NORM                        \
  tube_to_plane_normal(objPos, objNorm, objTan, p, r, s, t)
#else
#define VERTEX_DEFORM_TUBE_TO_PLANE_1_PREAMBLE
#define VERTEX_DEFORM_TUBE_TO_PLANE_1_POS
#define VERTEX_DEFORM_TUBE_TO_PLANE_1_NORM
#endif  // VERTEX_DEFORMATION_TUBE_TO_PLANE_1

#if defined(_VERTEX_DEFORMATION_PLANE_TO_TUBE_0)
#define VERTEX_DEFORM_PLANE_TO_TUBE_0_PREAMBLE                    \
  float3 p = _Vertex_Deformation_Plane_To_Tube_0_p;               \
  float3 r = _Vertex_Deformation_Plane_To_Tube_0_r;               \
  float3 s = _Vertex_Deformation_Plane_To_Tube_0_s;               \
  float t = _Vertex_Deformation_Plane_To_Tube_0_t
#define VERTEX_DEFORM_PLANE_TO_TUBE_0_POS                         \
  objPos = plane_to_tube(objPos, p, r, s, t)
#define VERTEX_DEFORM_PLANE_TO_TUBE_0_NORM                        \
  plane_to_tube_normal(objPos, objNorm, objTan, p, r, s, t)
#else
#define VERTEX_DEFORM_PLANE_TO_TUBE_0_PREAMBLE
#define VERTEX_DEFORM_PLANE_TO_TUBE_0_POS
#define VERTEX_DEFORM_PLANE_TO_TUBE_0_NORM
#endif  // VERTEX_DEFORMATION_PLANE_TO_TUBE_0

#if defined(_VERTEX_DEFORMATION_PLANE_TO_TUBE_1)
#define VERTEX_DEFORM_PLANE_TO_TUBE_1_PREAMBLE                    \
  float3 p = _Vertex_Deformation_Plane_To_Tube_1_p;               \
  float3 r = _Vertex_Deformation_Plane_To_Tube_1_r;               \
  float3 s = _Vertex_Deformation_Plane_To_Tube_1_s;               \
  float t = _Vertex_Deformation_Plane_To_Tube_1_t
#define VERTEX_DEFORM_PLANE_TO_TUBE_1_POS                         \
  objPos = plane_to_tube(objPos, p, r, s, t)
#define VERTEX_DEFORM_PLANE_TO_TUBE_1_NORM                        \
  plane_to_tube_normal(objPos, objNorm, objTan, p, r, s, t)
#else
#define VERTEX_DEFORM_PLANE_TO_TUBE_1_PREAMBLE
#define VERTEX_DEFORM_PLANE_TO_TUBE_1_POS
#define VERTEX_DEFORM_PLANE_TO_TUBE_1_NORM
#endif  // VERTEX_DEFORMATION_PLANE_TO_TUBE_1

#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, 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, 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, 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_TUBE_TO_PLANE_0_PREAMBLE;
    VERTEX_DEFORM_TUBE_TO_PLANE_0_POS;
  }
  {
    VERTEX_DEFORM_TUBE_TO_PLANE_1_PREAMBLE;
    VERTEX_DEFORM_TUBE_TO_PLANE_1_POS;
  }
  {
    VERTEX_DEFORM_PLANE_TO_TUBE_0_PREAMBLE;
    VERTEX_DEFORM_PLANE_TO_TUBE_0_POS;
  }
  {
    VERTEX_DEFORM_PLANE_TO_TUBE_1_PREAMBLE;
    VERTEX_DEFORM_PLANE_TO_TUBE_1_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_TUBE_TO_PLANE_0_PREAMBLE;
    VERTEX_DEFORM_TUBE_TO_PLANE_0_NORM;
  }
  {
    VERTEX_DEFORM_TUBE_TO_PLANE_1_PREAMBLE;
    VERTEX_DEFORM_TUBE_TO_PLANE_1_NORM;
  }
  {
    VERTEX_DEFORM_PLANE_TO_TUBE_0_PREAMBLE;
    VERTEX_DEFORM_PLANE_TO_TUBE_0_NORM;
  }
  {
    VERTEX_DEFORM_PLANE_TO_TUBE_1_PREAMBLE;
    VERTEX_DEFORM_PLANE_TO_TUBE_1_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;
  }
}

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