cvr-props/Assets/raymarched/lib/libgarbage.cginc

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2023-07-23 18:31:33 +02:00
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 vCamPos : TEXCOORD1;
float3 vHitPos : TEXCOORD2;
};
struct fragOut
{
fixed4 col : SV_Target;
// float depth : SV_Depth;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef USE_WORLD_SPACE
o.vCamPos = _WorldSpaceCameraPos;
o.vHitPos = mul(unity_ObjectToWorld, v.vertex);
#else
o.vCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
o.vHitPos = v.vertex;
#endif
return o;
}
fragOut frag (v2f i)
{
fragOut o;
o.col = 1;
o.col.r = 0;
return o;
}
// #define SOME_MAGIC(main_fn) float3 main1()\
// main_fn \
#define SOME_MAGIC(PASS, function_definition) float3 main##PASS() function_definition
#define DO_MAGIC MAIN_FN(1)
// #define SECOND_PASS 1
// #define AA MAIN_FN
// #define BB MAIN_FN
// float3 main2() \
// main_fn
// \
// float3 main2() \
// main_fn\
// #define SECOND_PASS \