#ifndef WMELON_LIGHTING #define WMELON_LIGHTING half ShadowAttenHalf(half3 WorldPos) { half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); Light mainLight = GetMainLight(shadowCoord); return mainLight.shadowAttenuation; } half3 LightColorHalf(half3 WorldPos) { half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); Light mainLight = GetMainLight(shadowCoord); return mainLight.color; } half3 LightDirectionHalf(half3 WorldPos) { half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); Light mainLight = GetMainLight(shadowCoord); return mainLight.direction; } float3 ShadowAttenFloat(float3 WorldPos) { float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); Light mainLight = GetMainLight(shadowCoord); return mainLight.shadowAttenuation; } float3 LightColorFloat(float3 WorldPos) { float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); Light mainLight = GetMainLight(shadowCoord); return mainLight.color; } float3 LightDirectionHalf(float3 WorldPos) { float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); Light mainLight = GetMainLight(shadowCoord); return mainLight.direction; } #endif