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struct LightData {
vec4 direction;
vec4 specular_color;
vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */
};
struct WorldData {
vec4 viewvecs[3];
vec4 object_outline_color;
vec4 shadow_direction_vs;
LightData lights[4];
vec4 ambient_color;
int num_lights;
int matcap_orientation;
float curvature_ridge;
float curvature_valley;
};
layout(std140) uniform world_block
{
WorldData world_data;
};
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