#ifndef POI_DATA
#define POI_DATA
float _ParallaxBias;
float _LightingAdditiveLimitIntensity;
float _LightingAdditiveMaxIntensity;
POI_TEXTURE_NOSAMPLER(_BumpMap);
float _BumpScale;
void calculateAttenuation(v2f i)
{
	#ifdef FORWARD_ADD_PASS
		#if defined(POINT) || defined(SPOT)
			POI_LIGHT_ATTENUATION(attenuation, shadow, i, i.worldPos.xyz)
				poiLight.additiveShadow = shadow;
		#else
			UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz)
			poiLight.additiveShadow == 0;
		#endif
	#else
		UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz)
		#ifdef FORWARD_BASE_PASS
			if (all(_LightColor0.rgb == 0.0))
			{
				attenuation = 1.0;
			}
		#endif
	#endif
	poiLight.attenuation = attenuation;
}
void calculateVertexLightingData(in v2f i)
{
	#ifdef VERTEXLIGHT_ON
		float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
		float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
		float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
		float4 lengthSq = 0;
		lengthSq += toLightX * toLightX;
		lengthSq += toLightY * toLightY;
		lengthSq += toLightZ * toLightZ;
		float4 lightAttenSq = unity_4LightAtten0;
		float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
		float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
		poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
		poiLight.vDotNL = 0;
		poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
		poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
		poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
		float4 corr = rsqrt(lengthSq);
		poiLight.vDotNL = max(0, poiLight.vDotNL * corr);
		poiLight.vAttenuationDotNL = poiLight.vAttenuation * poiLight.vDotNL;
		for (int index = 0; index < 4; index++)
		{
			poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
			float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
			poiLight.vDirection[index] = normalize(vertexToLightSource);
			poiLight.vColor[index] = unity_LightColor[index].rgb;
			
			if (float(0) == 1)
			{
				float intensity = max(0.001, (0.299 * poiLight.vColor[index].r + 0.587 * poiLight.vColor[index].g + 0.114 * poiLight.vColor[index].b));
				poiLight.vColor[index] = min(poiLight.vColor[index], poiLight.vColor[index] / (intensity / float(1)));
			}
			poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
			poiLight.vDotNL[index] = dot(poiMesh.normals[1], -poiLight.vDirection[index]);
			poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
			poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
			poiLight.vDotNH[index] = saturate(dot(poiMesh.normals[1], poiLight.vHalfDir[index]));
		}
	#endif
}
void calculateLightingData(in v2f i)
{
	poiLight.occlusion = 1;
	#ifdef FORWARD_BASE_PASS
		float3 magic = max(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
		float3 normalLight = _LightColor0.rgb;
		poiLight.color = magic + normalLight;
	#else
		#ifdef FORWARD_ADD_PASS
			poiLight.color = _LightColor0.rgb;
			
			if (float(0) == 1)
			{
				float additiveLightIntensity = max(0.001, (0.299 * poiLight.color.r + 0.587 * poiLight.color.g + 0.114 * poiLight.color.b));
				poiLight.color = min(poiLight.color, poiLight.color / (additiveLightIntensity / float(1)));
			}
		#endif
	#endif
	#ifdef FORWARD_BASE_PASS
		poiLight.direction = normalize(_WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
	#else
		#if defined(POINT) || defined(SPOT)
			poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
		#else
			poiLight.direction = _WorldSpaceLightPos0.xyz;
		#endif
	#endif
	poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
	poiLight.dotNH = saturate(dot(poiMesh.normals[1], poiLight.halfDir));
	poiLight.dotLH = saturate(dot(poiLight.direction, poiLight.halfDir));
	poiLight.nDotV = dot(poiMesh.normals[1], poiCam.viewDir);
	poiLight.N0DotV = dot(poiMesh.normals[0], poiCam.viewDir);
	poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
	poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
	poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
	poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
}
void initPoiMods()
{
	poiMods.audioLink = float4(0, 0, 0, 0);
	poiMods.globalMasks = float4(0, 0, 0, 0);
	#ifdef POI_AUDIOLINK
		initAudioBands();
	#endif
}
void InitializeMeshData(inout v2f i, uint facing)
{
	poiMesh.isFrontFace = facing;
	poiMesh.normals[0] = i.normal;
	poiMesh.binormal.rgb = i.binormal;
	poiMesh.tangent = i.tangent;
	#ifndef OUTLINE
		if (!poiMesh.isFrontFace)
		{
			poiMesh.normals[0] *= -1;
			poiMesh.tangent *= -1;
			poiMesh.binormal *= -1;
		}
	#endif
	poiMesh.worldPos = i.worldPos.xyz;
	poiMesh.localPos = i.localPos.xyz;
	poiMesh.barycentricCoordinates = i.barycentricCoordinates;
	poiMesh.uv[0] = i.uv0.xy;
	poiMesh.uv[1] = i.uv0.zw;
	poiMesh.uv[2] = i.uv1.xy;
	poiMesh.uv[3] = i.uv1.zw;
	initPoiMods();
	#ifdef POI_UV_DISTORTION
		poiMesh.uv[4] = calculateDistortionUV(i.uv0.xy);
	#else
		poiMesh.uv[4] = poiMesh.uv[0];
	#endif
	poiMesh.vertexColor = i.vertexColor;
	#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
		poiMesh.lightmapUV = i.lightmapUV;
	#endif
	poiMesh.modelPos = i.modelPos;
	#ifdef FUR
		poiMesh.furAlpha = i.furAlpha;
	#endif
}
void initializeCamera(v2f i)
{
	poiCam.viewDir = normalize(_WorldSpaceCameraPos - i.worldPos.xyz);
	poiCam.forwardDir = getCameraForward();
	poiCam.worldPos = _WorldSpaceCameraPos;
	poiCam.distanceToModel = distance(poiMesh.modelPos, poiCam.worldPos);
	poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
	poiCam.grabPos = i.grabPos;
	poiCam.screenUV = calcScreenUVs(i.grabPos);
	poiCam.clipPos = i.pos;
	#if defined(GRAIN)
		poiCam.worldDirection = i.worldDirection;
	#endif
	poiCam.tangentViewDir = normalize(i.tangentViewDir);
	poiCam.decalTangentViewDir = poiCam.tangentViewDir;
	poiCam.tangentViewDir.xy /= (poiCam.tangentViewDir.z + float(0.42));
}
void calculateTangentData()
{
	poiTData.tangentTransform = float3x3(poiMesh.tangent.xyz, poiMesh.binormal, poiMesh.normals[0]);
	poiTData.tangentToWorld = transpose(float3x3(poiMesh.tangent.xyz, poiMesh.binormal, poiMesh.normals[0]));
}
void CalculateReflectionData()
{
	#if defined(_METALLICGLOSSMAP) || defined(_COLORCOLOR_ON)
		poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
		poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
	#endif
}
void calculateNormals(inout half3 detailMask)
{
	half3 mainNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN(_BumpMap, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)), float(1));
		poiMesh.tangentSpaceNormal = mainNormal;
	#ifdef POI_RGBMASK
		calculateRGBNormals(poiMesh.tangentSpaceNormal);
	#endif
	poiMesh.normals[1] = normalize(
		poiMesh.tangentSpaceNormal.x * poiMesh.tangent.xyz +
		poiMesh.tangentSpaceNormal.y * poiMesh.binormal +
		poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
	);
	poiCam.viewDotNormal = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
}
#endif
