#ifndef OBIUTILS_INCLUDED #define OBIUTILS_INCLUDED float4x4 _Camera_to_World; // abstract texture declaration/sampling over built-in and SRPs: #ifndef TEXTURE2D #define TEXTURE2D(name) sampler2D name #endif #ifndef TEXTURE2D_HALF #define TEXTURE2D_HALF(name) sampler2D_half name #endif #ifndef TEXTURE2D_FLOAT #define TEXTURE2D_FLOAT(name) sampler2D_float name #endif #ifndef SAMPLE_TEXTURE2D #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName,coord2) #endif #ifndef SAMPLER #define SAMPLER(samplerName) #endif #endif