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#ifndef WORKBENCH_SHADER_SHARED_H
struct LightData {
vec4 direction;
vec4 specular_color;
vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */
};
struct WorldData {
vec4 viewport_size;
vec4 object_outline_color;
vec4 shadow_direction_vs;
float shadow_focus;
float shadow_shift;
float shadow_mul;
float shadow_add;
/* - 16 bytes alignment - */
LightData lights[4];
vec4 ambient_color;
int cavity_sample_start;
int cavity_sample_end;
float cavity_sample_count_inv;
float cavity_jitter_scale;
float cavity_valley_factor;
float cavity_ridge_factor;
float cavity_attenuation;
float cavity_distance;
float curvature_ridge;
float curvature_valley;
float ui_scale;
float _pad0;
int matcap_orientation;
bool use_specular;
int _pad1;
int _pad2;
};
# define viewport_size_inv viewport_size.zw
layout(std140) uniform world_block
{
WorldData world_data;
};
#endif
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