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#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
// TODO: Caution - For now the tesselation doesn't displace along the normal with Velocity shader as the previous previous position
// conflict with the normal in the semantic. This need to be fix! Also no per pixel displacement is possible either.
// Attributes
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG)))
#define REQUIRE_VERTEX_COLOR_FOR_TESSELATION REQUIRE_UV_FOR_TESSELATION
#define REQUIRE_TANGENT_TO_WORLD 0 /* (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT)) */
// 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 defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND)
// #define ATTRIBUTES_NEED_NORMAL - When reenable, think to also enable code in VertMesh.hlsl
#endif
#if REQUIRE_TANGENT_TO_WORLD
#define ATTRIBUTES_NEED_TANGENT
#endif
#ifdef _VERTEX_WIND
#define ATTRIBUTES_NEED_COLOR
#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
// When UVX is present, we assume that UVX - 1 ... UV0 is present
#if defined(_ALPHATEST_ON)
#define ATTRIBUTES_NEED_TEXCOORD0
#ifdef LAYERED_LIT_SHADER
#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
#endif
#if REQUIRE_VERTEX_COLOR_FOR_TESSELATION
#define ATTRIBUTES_NEED_COLOR
#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)
#define VARYINGS_NEED_POSITION_WS
#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
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"