// UNITY_SHADER_NO_UPGRADE

#ifndef UNITY_SHADER_VARIABLES_INCLUDED
#define UNITY_SHADER_VARIABLES_INCLUDED

#include "ShaderConfig.cs.hlsl"

// CAUTION:
// Currently the shaders compiler always include regualr Unity shaderVariables, so I get a conflict here were UNITY_SHADER_VARIABLES_INCLUDED is already define, this need to be fixed.
// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header.
// This need to be fixed.

#if defined (DIRECTIONAL_COOKIE) || defined (DIRECTIONAL)
    #define USING_DIRECTIONAL_LIGHT
#endif

#if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
    #define USING_STEREO_MATRICES
#endif

#if defined(USING_STEREO_MATRICES)
    #define glstate_matrix_projection unity_StereoMatrixP[unity_StereoEyeIndex]
    #define unity_MatrixV unity_StereoMatrixV[unity_StereoEyeIndex]
    #define unity_MatrixInvV unity_StereoMatrixInvV[unity_StereoEyeIndex]
    #define unity_MatrixVP unity_StereoMatrixVP[unity_StereoEyeIndex]

    #define unity_CameraProjection unity_StereoCameraProjection[unity_StereoEyeIndex]
    #define unity_CameraInvProjection unity_StereoCameraInvProjection[unity_StereoEyeIndex]
    #define unity_WorldToCamera unity_StereoWorldToCamera[unity_StereoEyeIndex]
    #define unity_CameraToWorld unity_StereoCameraToWorld[unity_StereoEyeIndex]
    #define _WorldSpaceCameraPos unity_StereoWorldSpaceCameraPos[unity_StereoEyeIndex]
#endif

#define UNITY_LIGHTMODEL_AMBIENT (glstate_lightmodel_ambient * 2)

// ----------------------------------------------------------------------------

CBUFFER_START(UnityPerCamera)
    // Time (t = time since current level load) values from Unity
    float4 _Time; // (t/20, t, t*2, t*3)
    float4 _LastTime; // Last frame time (t/20, t, t*2, t*3)
    float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t)
    float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t)
    float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt
    float4 _TimeParameters;

#if !defined(USING_STEREO_MATRICES)
    float3 _WorldSpaceCameraPos;
#endif

    // x = 1 or -1 (-1 if projection is flipped)
    // y = near plane
    // z = far plane
    // w = 1/far plane
    float4 _ProjectionParams;

    // x = width
    // y = height
    // z = 1 + 1.0/width
    // w = 1 + 1.0/height
    float4 _ScreenParams;

    // Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt)
    // x = 1-far/near
    // y = far/near
    // z = x/far
    // w = y/far
    // or in case of a reversed depth buffer (UNITY_REVERSED_Z is 1)
    // x = -1+far/near
    // y = 1
    // z = x/far
    // w = 1/far
    float4 _ZBufferParams;

    // x = orthographic camera's width
    // y = orthographic camera's height
    // z = unused
    // w = 1.0 if camera is ortho, 0.0 if perspective
    float4 unity_OrthoParams;
CBUFFER_END


CBUFFER_START(UnityPerCameraRare)
    float4 unity_CameraWorldClipPlanes[6];

#if !defined(USING_STEREO_MATRICES)
    // Projection matrices of the camera. Note that this might be different from projection matrix
    // that is set right now, e.g. while rendering shadows the matrices below are still the projection
    // of original camera.
    float4x4 unity_CameraProjection;
    float4x4 unity_CameraInvProjection;
    float4x4 unity_WorldToCamera;
    float4x4 unity_CameraToWorld;
#endif
CBUFFER_END

// ----------------------------------------------------------------------------

CBUFFER_START(UnityPerDraw)
#ifdef UNITY_USE_PREMULTIPLIED_MATRICES
    float4x4 glstate_matrix_mvp;
    float4x4 glstate_matrix_modelview0;
    float4x4 glstate_matrix_invtrans_modelview0;
#endif

    float4x4 unity_ObjectToWorld;
    float4x4 unity_WorldToObject;
    float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
    float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms

    float4 unity_LightmapST;
    float4 unity_DynamicLightmapST;

    // SH lighting environment
    float4 unity_SHAr;
    float4 unity_SHAg;
    float4 unity_SHAb;
    float4 unity_SHBr;
    float4 unity_SHBg;
    float4 unity_SHBb;
    float4 unity_SHC;

    // x = Disabled(0)/Enabled(1)
    // y = Computation are done in global space(0) or local space(1)
    // z = Texel size on U texture coordinate
    float4 unity_ProbeVolumeParams;
    float4x4 unity_ProbeVolumeWorldToObject;
    float3 unity_ProbeVolumeSizeInv;
    float3 unity_ProbeVolumeMin;

    // This contain occlusion factor from 0 to 1 for dynamic objects (no SH here)
    float4 unity_ProbesOcclusion;

    // HDR environment map decode instructions
    half4 unity_SpecCube0_HDR;
CBUFFER_END

#if defined(USING_STEREO_MATRICES)
CBUFFER_START(UnityStereoGlobals)
    float4x4 unity_StereoMatrixP[2];
    float4x4 unity_StereoMatrixV[2];
    float4x4 unity_StereoMatrixInvV[2];
    float4x4 unity_StereoMatrixVP[2];

    float4x4 unity_StereoCameraProjection[2];
    float4x4 unity_StereoCameraInvProjection[2];
    float4x4 unity_StereoWorldToCamera[2];
    float4x4 unity_StereoCameraToWorld[2];

    float3 unity_StereoWorldSpaceCameraPos[2];
    float4 unity_StereoScaleOffset[2];
CBUFFER_END
#endif

#if defined(USING_STEREO_MATRICES) && defined(UNITY_STEREO_MULTIVIEW_ENABLED)
CBUFFER_START(UnityStereoEyeIndices)
    float4 unity_StereoEyeIndices[2];
CBUFFER_END
#endif

#if defined(UNITY_STEREO_MULTIVIEW_ENABLED) && defined(SHADER_STAGE_VERTEX)
    #define unity_StereoEyeIndex UNITY_VIEWID
    UNITY_DECLARE_MULTIVIEW(2);
#elif defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
    static uint unity_StereoEyeIndex;
#elif defined(UNITY_SINGLE_PASS_STEREO)
    CBUFFER_START(UnityStereoEyeIndex)
        int unity_StereoEyeIndex;
    CBUFFER_END
#endif

CBUFFER_START(UnityPerDrawRare)
    float4x4 glstate_matrix_transpose_modelview0;
CBUFFER_END

// ----------------------------------------------------------------------------

CBUFFER_START(UnityPerFrame)
    float4 glstate_lightmodel_ambient;
    float4 unity_AmbientSky;
    float4 unity_AmbientEquator;
    float4 unity_AmbientGround;
    float4 unity_IndirectSpecColor;
    float4 unity_FogParams;
    half4  unity_FogColor;

#if !defined(USING_STEREO_MATRICES)
    float4x4 glstate_matrix_projection;
    float4x4 unity_MatrixV;
    float4x4 unity_MatrixInvV;
    float4x4 unity_MatrixVP;
    float4 unity_StereoScaleOffset;
    int unity_StereoEyeIndex;
#endif

    float3 unity_ShadowColor;
    uint _TaaFrameIndex;      // [0, 7]
CBUFFER_END

// ----------------------------------------------------------------------------

// These are the samplers available in the HDRenderPipeline.
// Avoid declaring extra samplers as they are 4x SGPR each on GCN.
SAMPLER(s_linear_clamp_sampler);
SAMPLER(s_trilinear_clamp_sampler);

// ----------------------------------------------------------------------------

TEXTURE2D(_MainDepthTexture);
SAMPLER(sampler_MainDepthTexture);

// Main lightmap
TEXTURE2D(unity_Lightmap);
SAMPLER(samplerunity_Lightmap);
TEXTURE2D_ARRAY(unity_Lightmaps);
SAMPLER(samplerunity_Lightmaps);

// Dual or directional lightmap (always used with unity_Lightmap, so can share sampler)
TEXTURE2D(unity_LightmapInd);
TEXTURE2D_ARRAY(unity_LightmapsInd);

// Dynamic GI lightmap
TEXTURE2D(unity_DynamicLightmap);
SAMPLER(samplerunity_DynamicLightmap);

TEXTURE2D(unity_DynamicDirectionality);

// Default reflection probe
TEXTURECUBE(unity_SpecCube0);
SAMPLER(samplerunity_SpecCube0);

// We can have shadowMask only if we have lightmap, so no sampler
TEXTURE2D(unity_ShadowMask);
TEXTURE2D_ARRAY(unity_ShadowMasks);

// TODO: Change code here so probe volume use only one transform instead of all this parameters!
TEXTURE3D(unity_ProbeVolumeSH);
SAMPLER(samplerunity_ProbeVolumeSH);

CBUFFER_START(UnityVelocityPass)
    float4x4 unity_MatrixNonJitteredVP;
    float4x4 unity_MatrixPreviousVP;
    float4x4 unity_MatrixPreviousM;
    float4x4 unity_MatrixPreviousMI;
    //X : Use last frame positions (right now skinned meshes are the only objects that use this
    //Y : Force No Motion
    //Z : Z bias value
    float4 unity_MotionVectorsParams;
CBUFFER_END

// ----------------------------------------------------------------------------

// TODO: all affine matrices should be 3x4.
// TODO: sort these vars by the frequency of use (descending), and put commonly used vars together.
// Note: please use UNITY_MATRIX_X macros instead of referencing matrix variables directly.
CBUFFER_START(UnityPerPass)
float4x4 _PrevViewProjMatrix;
float4x4 _ViewProjMatrix;
float4x4 _NonJitteredViewProjMatrix;
float4x4 _ViewMatrix;
float4x4 _ProjMatrix;
float4x4 _InvViewProjMatrix;
float4x4 _InvViewMatrix;
float4x4 _InvProjMatrix;
float4   _InvProjParam;
float4   _ScreenSize;       // {w, h, 1/w, 1/h}
float4   _FrustumPlanes[6]; // {(a, b, c) = N, d = -dot(N, P)} [L, R, T, B, N, F]
CBUFFER_END

float4x4 OptimizeProjectionMatrix(float4x4 M)
{
    // Matrix format (x = non-constant value).
    // Orthographic Perspective  Combined(OR)
    // | x 0 0 x |  | x 0 x 0 |  | x 0 x x |
    // | 0 x 0 x |  | 0 x x 0 |  | 0 x x x |
    // | x x x x |  | x x x x |  | x x x x | <- oblique projection row
    // | 0 0 0 1 |  | 0 0 x 0 |  | 0 0 x x |
    // Notice that some values are always 0.
    // We can avoid loading and doing math with constants.
    M._21_41 = 0;
    M._12_42 = 0;
    return M;
}

// For the shader graph node preview, we use the legacy unity matrices because they are pipeline agnostic.
#include "ShaderVariablesMatrixDefsLegacyUnity.hlsl"

#include "ShaderVariablesFunctions.hlsl"

#endif // UNITY_SHADER_VARIABLES_INCLUDED
