// 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