struct LightData { vec4 direction; vec4 specular_color; vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */ }; struct WorldData { vec4 background_color_low; vec4 background_color_high; vec4 object_outline_color; vec4 shadow_direction_vs; LightData lights[4]; vec4 ambient_color; int num_lights; int matcap_orientation; float background_alpha; float curvature_ridge; float curvature_valley; int pad[3]; };