layout(binding=0) uniform WorldMatrix     // hgl/math/Math.h
{
    mat4 ortho;

    mat4 projection;
    mat4 inverse_projection;

    mat4 modelview;
    mat4 inverse_modelview;
    mat3 normal;

    mat4 mvp;
    mat4 inverse_mvp;

    vec4 view_pos;
    vec2 canvas_resolution;
    vec2 viewport_resolution;
} world;
