#ifndef POI_FLIPBOOK
    #define POI_FLIPBOOK
    UNITY_DECLARE_TEX2DARRAY(_FlipbookTexArray); float4 _FlipbookTexArray_ST;
    float4 _FlipbookColor;
    float _FlipbookFPS;
    float _FlipbookTotalFrames;
    float4 _FlipbookScaleOffset;
    float _FlipbookTiled;
    float _FlipbookCurrentFrame;
    float _FlipbookEmissionStrength;
    float _FlipbookRotation;
    float _EnableFlipbook;
    float _FlipbookTexArrayUV;
    float _FlipbookAlphaControlsFinalAlpha;
    float _FlipbookRotationSpeed;
    float _FlipbookIntensityControlsAlpha;
    float _FlipbookColorReplaces;
    float2 _FlipbookTexArrayPan;
    float _FlipbookReplace;
    float _FlipbookMultiply;
    float _FlipbookAdd;
    POI_TEXTURE_NOSAMPLER(_FlipbookMask);
    float _FlipbookMovementType;
    float4 _FlipbookStartEndOffset;
    float _FlipbookMovementSpeed;
    float4 flipBookPixel;
    float4 flipBookPixelMultiply;
    float flipBookMask;
    #ifndef POI_SHADOW
        void applyFlipbook(inout float4 finalColor, inout float3 flipbookEmission)
        {
            flipBookMask = POI2D_SAMPLER_PAN(_FlipbookMask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)).r;
            float4 flipbookScaleOffset = float4(1,1,0,0);
            flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
            float2 uv = frac(poiMesh.uv[float(0)]);
            float theta = radians(float(0) + _Time.z * float(0));
            float cs = cos(theta);
            float sn = sin(theta);
            float2 spriteCenter = flipbookScaleOffset.zw + .5;
            uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
            float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(0, 0), float2(1, 1));
            if (float(0) == 0)
            {
                if(max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
                {
                    flipBookPixel = 0;
                    return;
                }
            }
            uint currentFrame = floor(float(-1)) % float(1);
            if(float(-1) < 0)
            {
                currentFrame = (_Time.y / (1 / float(30))) % float(1);
            }
            flipBookPixel = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * float4(0,0,0,0), currentFrame));
            if(float(0))
            {
                flipBookPixel.a = poiMax(flipBookPixel.rgb);
            }
            if(float(0))
            {
                flipBookPixel.rgb = float4(1,1,1,1).rgb;
            }
            else
            {
                flipBookPixel.rgb *= float4(1,1,1,1).rgb;
            }
            #ifdef POI_BLACKLIGHT
                if(_BlackLightMaskFlipbook != 4)
                {
                    flipBookMask *= blackLightMask[_BlackLightMaskFlipbook];
                }
            #endif
            finalColor.rgb = lerp(finalColor, flipBookPixel.rgb, flipBookPixel.a * float4(1,1,1,1).a * float(1) * flipBookMask);
            finalColor.rgb = finalColor + flipBookPixel.rgb * float(0) * flipBookMask;
            finalColor.rgb = finalColor * lerp(1, flipBookPixel.rgb, flipBookPixel.a * float4(1,1,1,1).a * flipBookMask * float(0));
            if(float(0))
            {
                finalColor.a = lerp(finalColor.a, flipBookPixel.a * float4(1,1,1,1).a, flipBookMask);
            }
            flipbookEmission = lerp(0, flipBookPixel.rgb * float(0), flipBookPixel.a * float4(1,1,1,1).a * flipBookMask);
        }
    #else
        float applyFlipbookAlphaToShadow(float2 uv)
        {
            if(float(0))
            {
                float flipbookShadowAlpha = 0;
                float4 flipbookScaleOffset = float4(1,1,0,0);
                flipbookScaleOffset.xy = 1 - flipbookScaleOffset.xy;
                float theta = radians(float(0));
                float cs = cos(theta);
                float sn = sin(theta);
                float2 spriteCenter = flipbookScaleOffset.zw + .5;
                uv = float2((uv.x - spriteCenter.x) * cs - (uv.y - spriteCenter.y) * sn + spriteCenter.x, (uv.x - spriteCenter.x) * sn + (uv.y - spriteCenter.y) * cs + spriteCenter.y);
                float2 newUV = remap(uv, float2(0, 0) + flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(1, 1) - flipbookScaleOffset.xy / 2 + flipbookScaleOffset.zw, float2(0, 0), float2(1, 1));
                uint currentFrame = floor(float(-1)) % float(1);
                if(float(-1) < 0)
                {
                    currentFrame = (_Time.y / (1 / float(30))) % float(1);
                }
                half4 flipbookColor = UNITY_SAMPLE_TEX2DARRAY(_FlipbookTexArray, float3(TRANSFORM_TEX(newUV, _FlipbookTexArray) + _Time.x * float4(0,0,0,0), currentFrame));
                if(float(0))
                {
                    flipbookColor.a = poiMax(flipbookColor.rgb);
                }
                if(float(0) == 0)
                {
                    if(max(newUV.x, newUV.y) > 1 || min(newUV.x, newUV.y) < 0)
                    {
                        flipbookColor.a = 0;
                    }
                }
                return flipbookColor.a * float4(1,1,1,1).a;
            }
            return 1;
        }
    #endif
#endif
