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