#ifndef UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED
#define UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"

// keep this file in sync with LitForwardPass.hlsl

struct Attributes
{
    float4 positionOS   : POSITION;
    float3 normalOS     : NORMAL;
    float4 tangentOS    : TANGENT;
    float2 texcoord     : TEXCOORD0;
    float2 lightmapUV   : TEXCOORD1;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
    float2 uv                       : TEXCOORD0;
    DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);

    float3 posWS                    : TEXCOORD2;    // xyz: posWS

#ifdef _NORMALMAP
    float4 normal                   : TEXCOORD3;    // xyz: normal, w: viewDir.x
    float4 tangent                  : TEXCOORD4;    // xyz: tangent, w: viewDir.y
    float4 bitangent                : TEXCOORD5;    // xyz: bitangent, w: viewDir.z
#else
    float3  normal                  : TEXCOORD3;
    float3 viewDir                  : TEXCOORD4;
#endif

    half3 vertexLighting            : TEXCOORD6; // xyz: vertex light

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
    float4 shadowCoord              : TEXCOORD7;
#endif

    float4 positionCS               : SV_POSITION;
    UNITY_VERTEX_INPUT_INSTANCE_ID
    UNITY_VERTEX_OUTPUT_STEREO
};

void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
    inputData.positionWS = input.posWS;

#ifdef _NORMALMAP
    half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w);
    inputData.normalWS = TransformTangentToWorld(normalTS,
        half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz));
#else
    half3 viewDirWS = input.viewDir;
    inputData.normalWS = input.normal;
#endif

    inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
    viewDirWS = SafeNormalize(viewDirWS);

    inputData.viewDirectionWS = viewDirWS;

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
    inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
    inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
    inputData.shadowCoord = float4(0, 0, 0, 0);
#endif

    inputData.fogCoord = 0; // we don't apply fog in the guffer pass
    inputData.vertexLighting = input.vertexLighting.xyz;
    inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
    inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
    inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
}

///////////////////////////////////////////////////////////////////////////////
//                  Vertex and Fragment functions                            //
///////////////////////////////////////////////////////////////////////////////

// Used in Standard (Simple Lighting) shader
Varyings LitPassVertexSimple(Attributes input)
{
    Varyings output = (Varyings)0;

    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_TRANSFER_INSTANCE_ID(input, output);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

    VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
    VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
    half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
    half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);

    output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
    output.posWS.xyz = vertexInput.positionWS;
    output.positionCS = vertexInput.positionCS;

#ifdef _NORMALMAP
    output.normal = half4(normalInput.normalWS, viewDirWS.x);
    output.tangent = half4(normalInput.tangentWS, viewDirWS.y);
    output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
#else
    output.normal = NormalizeNormalPerVertex(normalInput.normalWS);
    output.viewDir = viewDirWS;
#endif

    OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
    OUTPUT_SH(output.normal.xyz, output.vertexSH);

    output.vertexLighting = vertexLight;

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
    output.shadowCoord = GetShadowCoord(vertexInput);
#endif

    return output;
}



// Used for StandardSimpleLighting shader
FragmentOutput LitPassFragmentSimple(Varyings input)
{
    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

    SurfaceData surfaceData;
    InitializeSimpleLitSurfaceData(input.uv, surfaceData);

    InputData inputData;
    InitializeInputData(input, surfaceData.normalTS, inputData);

    half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);

    return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
};

#endif