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#ifndef COMMON_BUFFERS_HLSL
#define COMMON_BUFFERS_HLSL
cbuffer Camera : register(b0)
{
row_major matrix viewProjection;
row_major matrix projectionInv;
float3 viewPos;
};
struct Light
{
int m_enable;
float3 m_dir;
int m_useShadows;
float3 m_color;
float3 m_ambientColor;
int m_isEnvLight;
int m_lhs;
int _reserved1;
int _reserved2;
int _reserved3;
float m_depthBias;
float m_depthGain;
int m_useEnvMap;
float m_intensity;
row_major float4x4 m_viewMatrix;
row_major float4x4 m_lightMatrix;
};
cbuffer World : register(b1)
{
float3 ambientColor;
float3 pointLightPos;
float3 pointLightColor;
float3 dirLightDir;
float specularPower;
float3 dirLightColor;
float specularIntensity;
Light g_Light[4];
};
cbuffer Object : register(b2)
{
row_major matrix worldMatrix;
float4 m_diffuseColor;
float4 m_specularColor;
float m_useDiffuseTexture;
float m_useSpecularTexture;
float m_useNormalTexture;
float m_specularShininess;
float selected;
};
#endif
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