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#ifndef POI_MIRROR
#define POI_MIRROR
int _Mirror;
float _EnableMirrorTexture;
POI_TEXTURE_NOSAMPLER(_MirrorTexture);
void applyMirrorRenderVert(inout float4 vertex)
{
UNITY_BRANCH
if (_Mirror != 0)
{
bool inMirror = IsInMirror();
if(_Mirror == 1 && inMirror)
{
return;
}
if(_Mirror == 1 && !inMirror)
{
vertex = -1;
return;
}
if(_Mirror == 2 && inMirror)
{
vertex = -1;
return;
}
if(_Mirror == 2 && !inMirror)
{
return;
}
}
}
void applyMirrorRenderFrag()
{
UNITY_BRANCH
if(_Mirror != 0)
{
bool inMirror = IsInMirror();
if(_Mirror == 1 && inMirror)
{
return;
}
if(_Mirror == 1 && !inMirror)
{
clip(-1);
return;
}
if(_Mirror == 2 && inMirror)
{
clip(-1);
return;
}
if(_Mirror == 2 && !inMirror)
{
return;
}
}
}
#if(defined(FORWARD_BASE_PASS) || defined(FORWARD_ADD_PASS))
void applyMirrorTexture()
{
UNITY_BRANCH
if(_EnableMirrorTexture)
{
if(IsInMirror())
{
mainTexture = POI2D_SAMPLER_PAN(_MirrorTexture, _MainTex, poiMesh.uv[_MirrorTextureUV], _MirrorTexturePan);
}
}
}
#endif
#endif
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