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2022-01-22 20:13:49 -08:00
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Base.cginc
/// @brief Forward base lighting pass vertex & fragment shaders.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_FORWARD_BASE_CGINC
#define ALLOY_SHADERS_FORWARD_BASE_CGINC
#define A_BASE_PASS
#define A_TESSELLATION_PASS
#define A_INSTANCING_PASS
#define A_STEREO_INSTANCING_PASS
#define A_NORMAL_MAPPED_PASS
#define A_PARALLAX_MAPPED_PASS
#define A_DIRECT_LIGHTING_PASS
#define A_INDIRECT_LIGHTING_PASS
#define A_VOLUMETRIC_PASS
#define A_ALPHA_BLENDING_PASS
#include "Assets/Alloy/Shaders/Framework/Forward.cginc"
void aMainVertexShader(
AVertexInput v,
out AFragmentInput o,
out float4 opos : SV_POSITION)
{
aForwardVertexShader(v, o, opos);
}
half4 aMainFragmentShader(
AFragmentInput i
A_FACING_SIGN_PARAM) : SV_Target
{
return aForwardLitColorShader(i, A_FACING_SIGN);
}
#endif // ALLOY_SHADERS_FORWARD_BASE_CGINC