
struct v2g
{
    float4 vertex : POSITION;
    float3 normal : NORMAL;
    float4 tangent : TANGENT;
    float2 uv0 : TEXCOORD0;
    float3 normalDir : TEXCOORD3;
    float3 tangentDir : TEXCOORD4;
    float3 bitangentDir : TEXCOORD5;
    float4 pos : CLIP_POS;
    SHADOW_COORDS(6)
    UNITY_FOG_COORDS(7)
    fixed4 color : COLOR;
    #ifndef ARKTOON_ADD
        float3 lightColor0 : LIGHT_COLOR0;
        float3 lightColor1 : LIGHT_COLOR1;
        float3 lightColor2 : LIGHT_COLOR2;
        float3 lightColor3 : LIGHT_COLOR3;
    #endif
    #ifdef ARKTOON_REFRACTED
        float4 projPos : TEXCOORD8;
    #endif
};


v2g vert(appdata_full v) {
    v2g o;
    o.uv0 = v.texcoord;
    o.normal = v.normal;
    o.tangent = v.tangent;
    o.color = v.color;
    o.normalDir = normalize(UnityObjectToWorldNormal(v.normal));
    o.tangentDir = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);
    o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
    o.vertex = v.vertex;
    o.pos = UnityObjectToClipPos(v.vertex);
    TRANSFER_SHADOW(o);
    UNITY_TRANSFER_FOG(o, o.pos);

    #ifndef ARKTOON_ADD
        // 頂点ライティングが必要な場合に取得
        #if UNITY_SHOULD_SAMPLE_SH && defined(VERTEXLIGHT_ON)
            if (_UseVertexLight) {
                o.lightColor0 = unity_LightColor[0].rgb;
                o.lightColor1 = unity_LightColor[1].rgb;
                o.lightColor2 = unity_LightColor[2].rgb;
                o.lightColor3 = unity_LightColor[3].rgb;
            } else {
                o.lightColor0 = 0;
                o.lightColor1 = 0;
                o.lightColor2 = 0;
                o.lightColor3 = 0;
            }
        #else
            o.lightColor0 = 0;
            o.lightColor1 = 0;
            o.lightColor2 = 0;
            o.lightColor3 = 0;
        #endif
    #endif
    #ifdef ARKTOON_REFRACTED
        o.projPos = ComputeScreenPos (o.pos);
        COMPUTE_EYEDEPTH(o.projPos.z);
    #endif

    return o;
}

struct VertexOutput {
    float4 pos : SV_POSITION;
    float2 uv0 : TEXCOORD0;
    float4 posWorld : TEXCOORD2;
    float3 normalDir : TEXCOORD3;
    float3 tangentDir : TEXCOORD4;
    float3 bitangentDir : TEXCOORD5;
    fixed4 col : COLOR0;
    fixed isOutline : IS_OUTLINE; // bool(GLSL対応でfixed)
    fixed faceSign : FACE_SIGN; // int(GLSL対応でfixed)
    float lightIntensityIfBackface : LIGHT_INTENSITY;
    fixed isBackface : IS_BACKFACE;
    SHADOW_COORDS(6)
    UNITY_FOG_COORDS(7)
    fixed4 color : COLOR1;
    #ifndef ARKTOON_ADD
        float3 lightColor0 : LIGHT_COLOR0;
        float3 lightColor1 : LIGHT_COLOR1;
        float3 lightColor2 : LIGHT_COLOR2;
        float3 lightColor3 : LIGHT_COLOR3;
        float4 ambientAttenuation : AMBIENT_ATTEN;
        float4 ambientIndirect : AMBIENT_INDIRECT;
    #endif
    #ifdef ARKTOON_REFRACTED
        float4 projPos : TEXCOORD8;
    #endif
};

#ifndef ARKTOON_ADD
    inline void calcAmbientByShade4PointLights(float flipNormal, inout VertexOutput o) {
        // Shade4PointLightsを展開して改変
        // {
            // to light vectors
            float4 toLightX = unity_4LightPosX0 - o.posWorld.x;
            float4 toLightY = unity_4LightPosY0 - o.posWorld.y;
            float4 toLightZ = unity_4LightPosZ0 - o.posWorld.z;
            // squared lengths
            float4 lengthSq = 0;
            lengthSq += toLightX * toLightX;
            lengthSq += toLightY * toLightY;
            lengthSq += toLightZ * toLightZ;
            // don't produce NaNs if some vertex position overlaps with the light
            lengthSq = max(lengthSq, 0.000001);

            // NdotL
            float4 ndotl = 0;
            ndotl += toLightX * (o.normalDir.x * lerp(1, -1, _DoubleSidedFlipBackfaceNormal));
            ndotl += toLightY * (o.normalDir.y * lerp(1, -1, _DoubleSidedFlipBackfaceNormal));
            ndotl += toLightZ * (o.normalDir.z * lerp(1, -1, _DoubleSidedFlipBackfaceNormal));

            // correct NdotL
            float4 corr = rsqrt(lengthSq);
            ndotl = max (float4(0,0,0,0), ndotl * corr);
            // attenuation
            float4 atten = 1.0 / (1.0 + lengthSq * unity_4LightAtten0);
            float4 diff = ndotl * atten;
        // }
        o.ambientAttenuation = diff;
        o.ambientIndirect = sqrt(min(1,corr* atten));
    }
#endif

[maxvertexcount(9)]
void geom(triangle v2g IN[3], inout TriangleStream<VertexOutput> tristream)
{
    VertexOutput o;
    #if !defined(ARKTOON_REFRACTED)
    if (_UseOutline) {
        for (int i = 2; i >= 0; i--)
        {
            float4 _OutlineTexture_var = tex2Dlod (_OutlineTexture, float4( TRANSFORM_TEX(IN[i].uv0, _OutlineTexture), 0, 0));
            float _OutlineWidthMask_var = tex2Dlod (_OutlineWidthMask, float4( TRANSFORM_TEX(IN[i].uv0, _OutlineWidthMask), 0, 0));
            float width = _OutlineWidth * _OutlineWidthMask_var;

            o.normalDir = UnityObjectToWorldNormal(IN[i].normal);
            o.pos = mul( UNITY_MATRIX_VP, mul( unity_ObjectToWorld, IN[i].vertex ) + float4(normalize(o.normalDir) * (width * 0.01), 0));
            o.uv0 = IN[i].uv0;
            o.col = fixed4( _OutlineColor.rgb * _OutlineTexture_var.rgb, 1);
            o.color = IN[i].color;
            o.posWorld = mul(unity_ObjectToWorld, IN[i].vertex);
            o.tangentDir = IN[i].tangentDir;
            o.bitangentDir = IN[i].bitangentDir;
            o.isOutline = true;
            o.faceSign = -1;
            o.lightIntensityIfBackface = 1;
            o.isBackface = 0;

            // Pass-through the shadow coordinates if this pass has shadows.
            #if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE)
            o._ShadowCoord = IN[i]._ShadowCoord;
            #endif

            // Pass-through the fog coordinates if this pass has shadows.
            #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
            o.fogCoord = IN[i].fogCoord;
            #endif

            #ifdef ARKTOON_REFRACTED
                o.projPos = IN[i].projPos;
            #endif

            #ifndef ARKTOON_ADD
                o.lightColor0          = IN[i].lightColor0;
                o.lightColor1          = IN[i].lightColor1;
                o.lightColor2          = IN[i].lightColor2;
                o.lightColor3          = IN[i].lightColor3;
                #if UNITY_SHOULD_SAMPLE_SH
                    if (_UseVertexLight) {
                        calcAmbientByShade4PointLights(0, o);
                    } else {
                        o.ambientAttenuation = o.ambientIndirect = 0;
                    }
                #else
                    o.ambientAttenuation = o.ambientIndirect = 0;
                #endif
            #endif

            tristream.Append(o);
        }

        tristream.RestartStrip();
    }
    #endif

    if (_UseDoubleSided) {
        for (int iii = 2; iii >= 0; iii--)
        {
            o.pos = UnityObjectToClipPos(IN[iii].vertex);
            o.uv0 = IN[iii].uv0;
            o.col = fixed4(1., 1., 1., 0.);
            o.color = IN[iii].color;
            o.posWorld = mul(unity_ObjectToWorld, IN[iii].vertex);
            o.normalDir = UnityObjectToWorldNormal(IN[iii].normal);
            o.tangentDir = IN[iii].tangentDir;
            o.bitangentDir = IN[iii].bitangentDir;
            o.isOutline = false;
            o.faceSign = -1;
            o.lightIntensityIfBackface = _DoubleSidedBackfaceLightIntensity;
            o.isBackface = 1;

            // Pass-through the shadow coordinates if this pass has shadows.
            #if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE)
            o._ShadowCoord = IN[iii]._ShadowCoord;
            #endif

            // Pass-through the fog coordinates if this pass has shadows.
            #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
            o.fogCoord = IN[iii].fogCoord;
            #endif

            #ifdef ARKTOON_REFRACTED
                o.projPos = IN[iii].projPos;
            #endif

            #ifndef ARKTOON_ADD
                o.lightColor0          = IN[iii].lightColor0;
                o.lightColor1          = IN[iii].lightColor1;
                o.lightColor2          = IN[iii].lightColor2;
                o.lightColor3          = IN[iii].lightColor3;
                #if UNITY_SHOULD_SAMPLE_SH
                    if (_UseVertexLight) {
                        calcAmbientByShade4PointLights(_DoubleSidedFlipBackfaceNormal, o);
                    } else {
                        o.ambientAttenuation = o.ambientIndirect = 0;
                    }
                #else
                    o.ambientAttenuation = o.ambientIndirect = 0;
                #endif
            #endif

            tristream.Append(o);
        }

        tristream.RestartStrip();
    }

    for (int ii = 0; ii < 3; ii++)
    {
        o.pos = UnityObjectToClipPos(IN[ii].vertex);
        o.uv0 = IN[ii].uv0;
        o.col = fixed4(1., 1., 1., 0.);
        o.color = IN[ii].color;
        o.posWorld = mul(unity_ObjectToWorld, IN[ii].vertex);
        o.normalDir = UnityObjectToWorldNormal(IN[ii].normal);
        o.tangentDir = IN[ii].tangentDir;
        o.bitangentDir = IN[ii].bitangentDir;
        o.isOutline = false;
        o.faceSign = 1;
        o.lightIntensityIfBackface = 1;
        o.isBackface = 0;

        // Pass-through the shadow coordinates if this pass has shadows.
        #if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE)
        o._ShadowCoord = IN[ii]._ShadowCoord;
        #endif

        // Pass-through the fog coordinates if this pass has shadows.
        #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
        o.fogCoord = IN[ii].fogCoord;
        #endif

        #ifdef ARKTOON_REFRACTED
            o.projPos = IN[ii].projPos;
        #endif

        #ifndef ARKTOON_ADD
            o.lightColor0          = IN[ii].lightColor0;
            o.lightColor1          = IN[ii].lightColor1;
            o.lightColor2          = IN[ii].lightColor2;
            o.lightColor3          = IN[ii].lightColor3;
            #if UNITY_SHOULD_SAMPLE_SH
                if (_UseVertexLight) {
                    calcAmbientByShade4PointLights(0, o);
                } else {
                    o.ambientAttenuation = o.ambientIndirect = 0;
                }
            #else
                o.ambientAttenuation = o.ambientIndirect = 0;
            #endif
        #endif

        tristream.Append(o);
    }

    tristream.RestartStrip();
}
