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UnrealEngineUWP/Engine/Shaders/MobileBasePassCommon.usf
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MobileBasePassCommon.usf: Base pass definitions used by both vertex and pixel shader
=============================================================================*/
#define USE_PS_CLIP_PLANE PROJECT_ALLOW_GLOBAL_CLIP_PLANE
#undef NEEDS_LIGHTMAP_COORDINATE
#define NEEDS_LIGHTMAP_COORDINATE (LQ_TEXTURE_LIGHTMAP)
#define NEEDS_LIGHTMAP (NEEDS_LIGHTMAP_COORDINATE)
#ifndef PROJECT_MOBILE_DISABLE_VERTEX_FOG
#define PROJECT_MOBILE_DISABLE_VERTEX_FOG 0
#endif
#define USE_VERTEX_FOG (!PROJECT_MOBILE_DISABLE_VERTEX_FOG)
#define PACK_INTERPOLANTS (USE_VERTEX_FOG && NUM_VF_PACKED_INTERPOLANTS > 0 && (ES2_PROFILE || ES3_1_PROFILE))
#define LANDSCAPE_BUG_WORKAROUND (IOS && IS_MOBILE_BASEPASS_VERTEX_SHADER && PACK_INTERPOLANTS)
#if COMPILER_METAL
// @todo-rco: @todo metal: FIXME!
#define INTERP_TYPE float4
#else
#define INTERP_TYPE half4
#endif
struct FSharedMobileBasePassInterpolants
{
#if USE_VERTEX_FOG && !PACK_INTERPOLANTS
INTERP_TYPE VertexFog : TEXCOORD7;
#endif
#if LANDSCAPE_BUG_WORKAROUND
INTERP_TYPE DummyInterp : DUMMY_INTERP;
#endif
float4 PixelPosition : TEXCOORD8; // xyz = world position, w = clip z
#if USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS
float3 PixelPositionExcludingWPO : TEXCOORD9;
#endif
#if USE_PS_CLIP_PLANE
float OutClipDistance : OUTCLIPDIST;
#endif
#if MOBILE_MULTI_VIEW
float MultiViewId : VIEW_ID;
#endif
};
#define FMobileBasePassInterpolantsVSToPS FSharedMobileBasePassInterpolants