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#if SHADERPASS != SHADERPASS_DISTORTION
#error SHADERPASS_is_not_correctly_define
#endif
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#include "TessellationShare.hlsl"
#endif // TESSELLATION_ON
float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
// Perform alpha testing + get distortion
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
float4 outBuffer;
// Mark this pixel as eligible as source for distortion
EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, true, outBuffer);
return outBuffer;
}