#ifndef POIVERT #define POIVERT v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); #ifdef FUN applyFun(v.vertex); #endif TANGENT_SPACE_ROTATION; o.localPos = v.vertex; o.pos = UnityObjectToClipPos(o.localPos); //o.screenPos = ComputeScreenPos(o.pos); o.worldPos = mul(unity_ObjectToWorld, o.localPos); o.uv = v.texcoord.xy + _GlobalPanSpeed.xy * _Time.y; o.normal = UnityObjectToWorldNormal(v.normal); #if defined(BINORMAL_PER_FRAGMENT) o.tangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); #else o.tangent = UnityObjectToWorldDir(v.tangent.xyz); o.binormal = CreateBinormal(o.normal, o.tangent, v.tangent.w); #endif UNITY_TRANSFER_SHADOW(o, o.uv); UNITY_TRANSFER_FOG(o, o.pos); o.vertexId = v.vertexId; return o; } #endif