ULRE/res/shader/UBO_WorldMatrix.glsl

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layout(std430,binding = 0,row_major) uniform WorldMatrix // hgl/math/Math.h
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{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
} world;