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#ifndef __INTERPOLATORS_INC
#define __INTERPOLATORS_INC
#include "AutoLight.cginc"
#if defined(_OUTLINE_INTERPOLATORS)
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
#if defined(LIGHTMAP_ON)
float2 lmuv : TEXCOORD4;
#endif
float3 worldPos : TEXCOORD5;
float3 normal : TEXCOORD6;
float3 objPos : TEXCOORD7;
#if defined(SSR_ENABLED)
float4 screenPos : TEXCOORD8;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
float3 normal : NORMAL;
float4 tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
#if defined(LIGHTMAP_ON)
float2 lmuv : TEXCOORD4;
#endif
float3 normal : TEXCOORD5;
float4 tangent : TEXCOORD6;
float3 worldPos : TEXCOORD7;
float3 objPos : TEXCOORD8;
SHADOW_COORDS(9)
#if defined(VERTEXLIGHT_ON)
float3 vertexLightColor : TEXCOORD10;
#endif
#if defined(SSR_ENABLED)
float4 screenPos : TEXCOORD11;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif // __INTERPOLATORS_INC
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