 
             /*!
              * @brief Vertex shader function.
+             *
              * @param [in] v  Input data
              * @return Output for fragment shader (v2f).
              */

                half4 refColor = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, refDir, 0.0);
                refColor.rgb = DecodeHDR(refColor, unity_SpecCube0_HDR);
                return refColor;
            }
            ENDCG
        }

            };


            float sdf(float3 p);
            float sdSphere(float3 p, float r);
            float3 getNormal(float3 p);
            float getDepth(float3 p);
            half4 getRefProbeColor(half3 refDir);
            float sq(float x);


            //! Color of light.
