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#ifndef __DECAL_INC
#define __DECAL_INC

#include "data.cginc"
#include "interpolators.cginc"
#include "math.cginc"
#include "texture_utils.cginc"

float4 decal_sample(texture2D tex, float2 uv, int uv_mode) {
  [forcecase]
  switch (uv_mode) {
    case DECAL_UV_MODE_REPEAT:
      return tex.Sample(aniso4_trilinear_repeat_s, uv);
    case DECAL_UV_MODE_MIRROR:
      return tex.Sample(aniso4_trilinear_mirror_s, uv);
    case DECAL_UV_MODE_CLAMP:
      return tex.Sample(aniso4_trilinear_clamp_s, uv);
    default:
      return 0;
  }
}

float2 decal_rotate(float2 uv, float rotation) {
  float s, c;
  sincos(rotation * TAU, s, c);
  float2 d = uv - 0.5;
  return float2(d.x * c - d.y * s, d.x * s + d.y * c) + 0.5;
}

#if defined(_DECAL0_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_0 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal0_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_0
#endif
#if defined(_DECAL1_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_1 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal1_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_1
#endif
#if defined(_DECAL2_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_2 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal2_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_2
#endif
#if defined(_DECAL3_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_3 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal3_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_3
#endif
#if defined(_DECAL4_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_4 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal4_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_4
#endif
#if defined(_DECAL5_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_5 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal5_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_5
#endif
#if defined(_DECAL6_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_6 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal6_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_6
#endif
#if defined(_DECAL7_REPLACE_ALPHA)
#define APPLY_DECAL_REPLACE_ALPHA_7 pbr.albedo.a = lerp(albedo_alpha_before_decal, decal_alpha_at_full_opacity, _Decal7_Opacity);
#else
#define APPLY_DECAL_REPLACE_ALPHA_7
#endif

#if defined(_DECAL0_REPLACE_ALPHA) || defined(_DECAL1_REPLACE_ALPHA) || defined(_DECAL2_REPLACE_ALPHA) || defined(_DECAL3_REPLACE_ALPHA) || defined(_DECAL4_REPLACE_ALPHA) || defined(_DECAL5_REPLACE_ALPHA) || defined(_DECAL6_REPLACE_ALPHA) || defined(_DECAL7_REPLACE_ALPHA)
#define PREPARE_DECAL_REPLACE_ALPHA \
  float albedo_alpha_before_decal = pbr.albedo.a; \
  float decal_alpha_at_full_opacity = albedo.a;
#else
#define PREPARE_DECAL_REPLACE_ALPHA
#endif

#define APPLY_DECAL_REPLACE_ALPHA_IMPL(N) APPLY_DECAL_REPLACE_ALPHA_##N
#define APPLY_DECAL_REPLACE_ALPHA(N) APPLY_DECAL_REPLACE_ALPHA_IMPL(N)

#define APPLY_DECAL(N) \
  { \
    float2 uv = get_uv_by_channel(i, _Decal##N##_UV_Channel); \
    uv -= _Decal##N##_MainTex_ST.zw; \
    uv *= _Decal##N##_MainTex_ST.xy; \
    if (_Decal##N##_Rotation_Enabled) \
      uv = decal_rotate(uv, _Decal##N##_Rotation); \
    float4 albedo = decal_sample(_Decal##N##_MainTex, uv, _Decal##N##_UV_Mode); \
    if (_Decal##N##_SDF_Enabled) { \
      float sd = _Decal##N##_SDF_Invert ? 1 - albedo.r : albedo.r; \
      float d = sd - _Decal##N##_SDF_Threshold; \
      float w = fwidth(d) * 0.5; \
      albedo.rgb = sd; \
      albedo.a = smoothstep(-w, w, d); \
    } \
    albedo *= _Decal##N##_Color; \
    if (_Decal##N##_Mask_Enabled) { \
      float2 mask_uv = get_uv_by_channel(i, _Decal##N##_Mask_UV_Channel); \
      mask_uv -= _Decal##N##_Mask_ST.zw; \
      mask_uv *= _Decal##N##_Mask_ST.xy; \
      float mask = decal_sample(_Decal##N##_Mask, mask_uv, _Decal##N##_UV_Mode); \
      if (_Decal##N##_Mask_Invert) mask = 1 - mask; \
      albedo.a *= mask; \
    } \
    PREPARE_DECAL_REPLACE_ALPHA \
    albedo.a *= _Decal##N##_Opacity; \
    if (_Decal##N##_Albedo_Clamp) albedo.rgb = saturate(albedo.rgb); \
    [forcecase] \
    switch (_Decal##N##_Mix_Mode) { \
      case DECAL_MIX_MODE_ALPHA_BLEND: \
        pbr.albedo = alpha_blend(albedo, pbr.albedo); \
        break; \
      case DECAL_MIX_MODE_MULTIPLY: \
        pbr.albedo.rgb *= lerp(1, albedo.rgb, albedo.a); \
        break; \
      case DECAL_MIX_MODE_ADD_PRODUCT: \
        pbr.albedo.rgb += lerp(0, albedo.rgb * pbr.albedo.rgb, albedo.a); \
        break; \
    } \
    APPLY_DECAL_REPLACE_ALPHA(N) \
    if (_Decal##N##_Metallic_Gloss_Enabled) { \
      float4 mg = decal_sample(_Decal##N##_Metallic_Gloss, uv, _Decal##N##_UV_Mode); \
      pbr.metallic = lerp(pbr.metallic, mg.r * _Decal##N##_Metallic, albedo.a); \
      pbr.smoothness = lerp(pbr.smoothness, mg.a * _Decal##N##_Gloss, albedo.a); \
    } \
    if (_Decal##N##_Normal_Enabled) { \
      float3 dn = UnpackNormal(decal_sample(_Decal##N##_Normal, uv, _Decal##N##_UV_Mode)); \
      dn.xy *= _Decal##N##_Normal_Scale; \
      normal_tangent = blendNormalsHill12(normal_tangent, float3(dn.xy * albedo.a, dn.z)); \
    } \
  }

void applyDecals(v2f i, inout Pbr pbr, inout float3 normal_tangent) {
#if defined(_DECAL0)
  APPLY_DECAL(0)
#endif
#if defined(_DECAL1)
  APPLY_DECAL(1)
#endif
#if defined(_DECAL2)
  APPLY_DECAL(2)
#endif
#if defined(_DECAL3)
  APPLY_DECAL(3)
#endif
#if defined(_DECAL4)
  APPLY_DECAL(4)
#endif
#if defined(_DECAL5)
  APPLY_DECAL(5)
#endif
#if defined(_DECAL6)
  APPLY_DECAL(6)
#endif
#if defined(_DECAL7)
  APPLY_DECAL(7)
#endif
}

#endif  // __DECAL_INC