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#ifndef __VERTEX_INC
#define __VERTEX_INC
#include "vertex_deformation.hlsl"
#define FOO(x) (x)
void deform(inout float3 objPos) {
#if defined(_VERTEX_DEFORMATION_XZ_TUBE)
{
float t = _Vertex_Deformation_XZ_Tube_t;
objPos = plane_to_tube(objPos.xyz, t);
}
#endif // _VERTEX_DEFORMATION_XZ_TUBE
#if defined(_VERTEX_DEFORMATION_YZ_TUBE)
{
float t = _Vertex_Deformation_YZ_Tube_t;
objPos = plane_to_tube(objPos.yxz, t);
objPos = objPos.yxz;
}
#endif // _VERTEX_DEFORMATION_YZ_TUBE
#if defined(_VERTEX_DEFORMATION_XY_TUBE)
{
float t = _Vertex_Deformation_XY_Tube_t;
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
#if defined(_VERTEX_DEFORMATION_SINE_WAVES)
{
float t = _Time[3];
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;
objPos = sine_wave(objPos.xyz, amplitude, direction, k, omega, t);
}
#endif // _VERTEX_DEFORMATION_SINE_WAVES
}
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[3] * _Vertex_Deformation_Seal_t;
seal_normal(objPos, objNorm, objTan, A, k, t);
}
#endif // _VERTEX_DEFORMATION_SEAL
#if defined(_VERTEX_DEFORMATION_SINE_WAVES)
{
float t = _Time[3];
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;
sine_wave_normal(objPos, objNorm, objTan, amplitude, direction, k, omega, t);
}
#endif // _VERTEX_DEFORMATION_SINE_WAVES
}
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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