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