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13 lines
338 B
GLSL

layout(std140, set = 1, binding = 0) uniform CameraBuffer
{
mat4 m_view_matrix;
mat4 m_projection_matrix;
mat4 m_inverse_view_matrix;
mat4 m_inverse_projection_matrix;
mat4 m_projection_view_matrix;
mat4 m_inverse_projection_view_matrix;
vec4 m_viewport;
vec2 m_screensize;
vec2 m_padding;
} u_camera;