#ifndef GLSL struct Globals { #endif float4x4 ViewProjection; float4 ViewRight; float4 ViewUp; float4 ViewDir; float3 CameraPosition; float3 AmbientColor; float3 Lamp0Color; float3 Lamp0Dir; float3 Lamp1Color; float3 FogColor; float4 FogParams; float4 LightBorder; float4 LightConfig0; float4 LightConfig1; float4 LightConfig2; float4 LightConfig3; float4 FadeDistance_GlowFactor; float4 OutlineBrightness_ShadowInfo; float4 ShadowMatrix0; float4 ShadowMatrix1; float4 ShadowMatrix2; #ifndef GLSL }; #ifdef DX11 cbuffer Globals : register(b0) { Globals _G; }; #else uniform Globals _G : register(c0); #endif #define G(x) _G.x #else #define G(x) x #endif