RuntimeData/shader/UBO/WorldMatrix.glsl

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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat3 normal;
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mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
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} world;