#ifndef CC_SURFACES_FRAGMENT_MODIFY_BASECOLOR_AND_TRANSPARENCY // depends on CC_SURFACES_FRAGMENT_MODIFY_BASECOLOR_AND_TRANSPARENCY vec4 SurfacesFragmentModifyBaseColorAndTransparency() { return FSInput_vertexColor; } #endif #ifndef CC_SURFACES_FRAGMENT_ALPHA_CLIP_ONLY // depends on CC_SURFACES_FRAGMENT_ALPHA_CLIP_ONLY // for base shape without color usage, such as render-to-shadow void SurfacesFragmentAlphaClipOnly() { } #endif #ifndef CC_SURFACES_FRAGMENT_MODIFY_SHARED_DATA // depends on CC_SURFACES_FRAGMENT_MODIFY_SHARED_DATA // some material datas use shared raw data, avoid sample / calculate same raw data multiply times, use this function for better performance // this function invokes at last // should use corresponding shading-model header: #include before function define void SurfacesFragmentModifySharedData(inout SurfacesMaterialData surfaceData) { } #endif