#ifndef COMMON_BUFFERS_HLSL #define COMMON_BUFFERS_HLSL cbuffer Camera : register(b0) { row_major matrix viewProjection; row_major matrix projectionInv; float3 viewPos; }; cbuffer World : register(b1) { float3 ambientColor; float3 pointLightPos; float3 pointLightColor; float3 dirLightDir; float specularPower; float3 dirLightColor; float specularIntensity; }; cbuffer Object : register(b2) { row_major matrix model; float4 defaultColor; uint boneoffsetoffset; uint submesh; }; #endif