#ifndef POI_VERT
#define POI_VERT

float _VertexManipulationHeightUV;
float _VertexUnwrap;

#define PM UNITY_MATRIX_P

inline float4 CalculateFrustumCorrection()
{
    float x1 = -PM._31 / (PM._11 * PM._34);
    float x2 = -PM._32 / (PM._22 * PM._34);
    return float4(x1, x2, 0, PM._33 / PM._34 + x1 * PM._13 + x2 * PM._23);
}

v2f vert(appdata v)
{
    UNITY_SETUP_INSTANCE_ID(v);
    v2f o;
    
    #ifdef _COLOROVERLAY_ON
        v.vertex.xyz = lerp(v.vertex.xyz, float3(v.uv0.x - .5, v.uv0.y - .5, 0), _VertexUnwrap);
    #endif

    #ifdef RALIV_PENETRATION
        applyRalivDynamicOrifaceSystem(v);
    #endif

    #ifdef AUTO_EXPOSURE
        applyLocalVertexTransformation(v.normal, v.tangent, v.vertex);
    #endif
    

    UNITY_INITIALIZE_OUTPUT(v2f, o);
    UNITY_TRANSFER_INSTANCE_ID(v, o);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
    
    
    #ifdef _REQUIRE_UV2 //POI_MIRROR
        applyMirrorRenderVert(v.vertex);
    #endif
    
    TANGENT_SPACE_ROTATION;
    o.localPos = v.vertex;
    o.worldPos = mul(unity_ObjectToWorld, o.localPos);
    o.normal = UnityObjectToWorldNormal(v.normal);
    
    #ifdef RALIV_PENETRATION
        applyRalivDynamicPenetrationSystem(o.localPos.rgb, o.normal.rgb, v);
    #endif
    
    //o.localPos.x *= -1;
    //o.localPos.xz += sin(o.localPos.y * 100 + _Time.y * 5) * .0025;
    
    float2 uvToUse = 0;
    UNITY_BRANCH
    if (_VertexManipulationHeightUV == 0)
    {
        uvToUse = v.uv0.xy;
    }
    UNITY_BRANCH
    if (_VertexManipulationHeightUV == 1)
    {
        uvToUse = v.uv1.xy;
    }
    UNITY_BRANCH
    if (_VertexManipulationHeightUV == 2)
    {
        uvToUse = v.uv2.xy;
    }
    UNITY_BRANCH
    if (_VertexManipulationHeightUV == 3)
    {
        uvToUse = v.uv3.xy;
    }
    #ifdef AUTO_EXPOSURE
        applyWorldVertexTransformation(o.worldPos, o.localPos, o.normal, uvToUse);
    #endif
    applyVertexGlitching(o.worldPos, o.localPos);
    applySpawnInVert(o.worldPos, o.localPos, v.uv0.xy);
    #ifdef AUTO_EXPOSURE
        applyVertexRounding(o.worldPos, o.localPos);
    #endif
    o.pos = UnityObjectToClipPos(o.localPos);
    o.grabPos = ComputeGrabScreenPos(o.pos);
    o.uv0.xy = v.uv0.xy;
    o.uv0.zw = v.uv1.xy;
    o.uv1.xy = v.uv2.xy;
    o.uv1.zw = v.uv3.xy;
    o.vertexColor = v.color;
    o.modelPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
    o.tangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
    
    #ifdef POI_BULGE
        bulgyWolgy(o);
    #endif
    
    
    o.angleAlpha = 1;
    #ifdef _SUNDISK_NONE //POI_RANDOM
        o.angleAlpha = ApplyAngleBasedRendering(o.modelPos, o.worldPos);
    #endif
    
    #if defined(LIGHTMAP_ON)
        o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
    #endif
    #ifdef DYNAMICLIGHTMAP_ON
        o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
    #endif
    
    UNITY_TRANSFER_SHADOW(o, o.uv0.xy);
    UNITY_TRANSFER_FOG(o, o.pos);
    
    v.tangent.xyz = normalize(v.tangent.xyz);
    v.normal = normalize(v.normal);
    float3x3 objectToTangent = float3x3(
        v.tangent.xyz,
        cross(v.normal, v.tangent.xyz) * v.tangent.w,
        v.normal
    );
    o.tangentViewDir = mul(objectToTangent, ObjSpaceViewDir(v.vertex));
    
    #ifdef POI_META_PASS
        o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
    #endif
    
    #if defined(GRAIN)
        float4 worldDirection;
        
        worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
        worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
        o.worldDirection = worldDirection;
    #endif
    
    return o;
}
#endif