#ifndef SHADERPASS #error Undefine_SHADERPASS #endif // Attributes #define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT) #define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT) #define REQUIRE_VERTEX_COLOR (defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT) || (defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND)) // This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation) // Tesselation require normal #if REQUIRE_NORMAL #define ATTRIBUTES_NEED_NORMAL #endif #if REQUIRE_TANGENT_TO_WORLD #define ATTRIBUTES_NEED_TANGENT #endif #if REQUIRE_VERTEX_COLOR #define ATTRIBUTES_NEED_COLOR #endif // About UV // When UVX is present, we assume that UVX - 1 ... UV0 is present #if defined(_VERTEX_DISPLACEMENT) || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_TESSELLATION_DISPLACEMENT) #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) #define ATTRIBUTES_NEED_TEXCOORD2 #endif #if defined(_REQUIRE_UV3) #define ATTRIBUTES_NEED_TEXCOORD3 #endif #endif // Varying - Use for pixel shader // This second set of define allow to say which varyings will be output in the vertex (no more tesselation) #if REQUIRE_TANGENT_TO_WORLD #define VARYINGS_NEED_POSITION_WS // Required to get view vector #define VARYINGS_NEED_TANGENT_TO_WORLD #endif #if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) #define VARYINGS_NEED_TEXCOORD0 #ifdef LAYERED_LIT_SHADER #define VARYINGS_NEED_TEXCOORD1 #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) #define VARYINGS_NEED_TEXCOORD2 #endif #if defined(_REQUIRE_UV3) #define VARYINGS_NEED_TEXCOORD3 #endif #endif #endif #if REQUIRE_VERTEX_COLOR #define VARYINGS_NEED_COLOR #endif // This include will define the various Attributes/Varyings structure #include "../../ShaderPass/VaryingMesh.hlsl"