#include "CoreRP/ShaderLibrary/BC6H.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
TextureCube<float4> _Source;
RWTexture2DArray<uint4> _Target;
int _MipIndex;
#include "../ShaderLibrary/Common.hlsl"
RWTexture2D<float1> _Result1;
Texture2D<float4> _Source4;
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/ShadowMoments.hlsl"
#if MAX_MSAA > 1
Texture2DMS<float> depthTex;
#else
#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"
//#pragma enable_d3d11_debug_symbols
RWTexture2D<float4> _DeferredShadowTextureUAV;
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration
#pragma kernel BuildDispatchIndirect
#include "LightLoop.cs.hlsl"
#pragma kernel ClearDispatchIndirect
RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer
#include "LightingConvexHullUtils.hlsl"
#include "SortingComputeUtils.hlsl"
#define EXACT_EDGE_TESTS
#define PERFORM_SPHERICAL_INTERSECTION_TESTS
#endif
//#define EXACT_EDGE_TESTS
#define CONV_HULL_TEST_ENABLED
#define FINE_PRUNING_ENABLED
#include "../../Material/Material.hlsl" // This includes Material.hlsl
#include "../../Lighting/LightDefinition.cs.hlsl"
#define USE_MATERIAL_FEATURE_FLAGS
#define NR_THREADS 64
#include "CoreRP/ShaderLibrary/common.hlsl"
uniform int g_isOrthographic;
uniform int g_iNrVisibLights;
#include "../../Lighting.hlsl" // Includes Material.hlsl
#include "../../LightEvaluation.hlsl"
//--------------------------------------------------------------------------------------------------
// Inputs & outputs
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../ShaderVariables.hlsl"
/* --- Input --- */
#define TEXTURE_HEIGHT 256 // Equiareal texture map: cos(theta) = 1.0 - 2.0 * v
#ifdef SHADER_API_MOBILE
#define MAX_IBL_SAMPLE_CNT 34
#include "SubsurfaceScattering.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DistortionTexture);
TEXTURE2D(_GaussianPyramidColorTexture);
RW_TEXTURE2D(float4, _CameraColorTexture);
Texture2D<float4> _Source;
RWTexture2D<float4> _Result;
#pragma kernel KMain_8 KERNEL_SIZE=8 KERNEL_NAME=KMain_8
#pragma kernel KMain_1 KERNEL_SIZE=1 KERNEL_NAME=KMain_1
Texture2D<float> _Source;
RWTexture2D<float> _Result;