vertexColor = input.color;
#endif
#ifdef _VERTEX_WIND
#if defined(_VERTEX_WIND) && (SHADERPASS != SHADERPASS_VELOCITY)
float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
ApplyWind(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, _Time);