#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

TEXTURE2D_X(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);

float3 _GazeOrigin;
float3 _GazeDirection;
float _FoveaAngle;
float _PeriAngle;

float4 _FoveaColor = float4(0,1,0,0.25);
float4 _periColor = float4(1,0,0,0.18);
float4 _BlockedCol = float4(0.3,0.3,0.3,0.22);

half4 frag (Varyings input) : SV_Target
{
	return float4(1, 0, 1, 0.5);
	// Nimmt die Depth Texture und rekonstruiert daraus die World Position
	//float depth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, input.texcoord).r;
	//float4 clip = float4(input.texcoord * 2 - 1, depth, 1);
	//float4 view = mul(UNITY_MATRIX_I_P, clip); view /= view.w;
	//float3 world = mul(UNITY_MATRIX_I_V, view).xyz;

	// Eryeugt einen Vektor vom Origin zum gewünschten Pixel
	//float3 v = normalize(world - _GazeOrigin);
	//float cosAng = dot(v, normalize(_GazeOrigin));

	// Berechnung Cosinus
	//float cosF = cos(_FoveaAngle);
	//float cosP = cos(_PeriAngle);

	//float4 col;
	//if (cosAng >= cosF) col = _FoveaColor;
	//else if (cosAng >= cosP) col = _periColor;
	//else discard;

	//uint gLayer = 8;
	//if (unity_RenderingLayer.x & (1u << gLayer))
		//col = _BlockedCol;

	//return col;
}
