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#ifndef OPENMW_COMPONENTS_FX_STATEUPDATER_H
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#define OPENMW_COMPONENTS_FX_STATEUPDATER_H
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#include <osg/BufferTemplate>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/statesetupdater.hpp>
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#include <components/std140/ubo.hpp>
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namespace fx
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{
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class StateUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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StateUpdater(bool useUBO);
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void setProjectionMatrix(const osg::Matrixf& matrix)
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{
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mData.get<ProjectionMatrix>() = matrix;
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mData.get<InvProjectionMatrix>() = osg::Matrixf::inverse(matrix);
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}
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void setViewMatrix(const osg::Matrixf& matrix)
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{
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mData.get<ViewMatrix>() = matrix;
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mData.get<InvViewMatrix>() = osg::Matrixf::inverse(matrix);
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}
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void setPrevViewMatrix(const osg::Matrixf& matrix) { mData.get<PrevViewMatrix>() = matrix; }
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void setEyePos(const osg::Vec3f& pos) { mData.get<EyePos>() = osg::Vec4f(pos, 0.f); }
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void setEyeVec(const osg::Vec3f& vec) { mData.get<EyeVec>() = osg::Vec4f(vec, 0.f); }
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void setFogColor(const osg::Vec4f& color) { mData.get<FogColor>() = color; }
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void setSunColor(const osg::Vec4f& color) { mData.get<SunColor>() = color; }
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void setSunPos(const osg::Vec4f& pos, bool night)
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{
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mData.get<SunPos>() = pos;
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if (night)
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mData.get<SunPos>().z() *= -1.f;
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}
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void setResolution(const osg::Vec2f& size)
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{
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mData.get<Resolution>() = size;
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mData.get<RcpResolution>() = { 1.f / size.x(), 1.f / size.y() };
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}
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void setSunVis(float vis) { mData.get<SunVis>() = vis; }
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void setFogRange(float near, float far)
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{
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mData.get<FogNear>() = near;
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mData.get<FogFar>() = far;
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}
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void setNearFar(float near, float far)
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{
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mData.get<Near>() = near;
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mData.get<Far>() = far;
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}
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void setIsUnderwater(bool underwater) { mData.get<IsUnderwater>() = underwater; }
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void setIsInterior(bool interior) { mData.get<IsInterior>() = interior; }
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void setFov(float fov) { mData.get<Fov>() = fov; }
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void setGameHour(float hour) { mData.get<GameHour>() = hour; }
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void setWeatherId(int id) { mData.get<WeatherID>() = id; }
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void setNextWeatherId(int id) { mData.get<NextWeatherID>() = id; }
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void setWaterHeight(float height) { mData.get<WaterHeight>() = height; }
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void setIsWaterEnabled(bool enabled) { mData.get<IsWaterEnabled>() = enabled; }
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void setSimulationTime(float time) { mData.get<SimulationTime>() = time; }
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void setDeltaSimulationTime(float time) { mData.get<DeltaSimulationTime>() = time; }
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void setWindSpeed(float speed) { mData.get<WindSpeed>() = speed; }
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void setWeatherTransition(float transition)
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{
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mData.get<WeatherTransition>() = transition > 0 ? 1 - transition : 0;
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}
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void bindPointLights(std::shared_ptr<SceneUtil::PPLightBuffer> buffer) { mPointLightBuffer = buffer; }
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static std::string getStructDefinition()
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{
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static std::string definition = UniformData::getDefinition("_omw_data");
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return definition;
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}
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void setDefaults(osg::StateSet* stateset) override;
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void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override;
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private:
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struct ProjectionMatrix : std140::Mat4
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{
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static constexpr std::string_view sName = "projectionMatrix";
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};
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struct InvProjectionMatrix : std140::Mat4
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{
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static constexpr std::string_view sName = "invProjectionMatrix";
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};
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struct ViewMatrix : std140::Mat4
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{
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static constexpr std::string_view sName = "viewMatrix";
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};
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struct PrevViewMatrix : std140::Mat4
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{
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static constexpr std::string_view sName = "prevViewMatrix";
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};
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struct InvViewMatrix : std140::Mat4
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{
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static constexpr std::string_view sName = "invViewMatrix";
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};
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struct EyePos : std140::Vec4
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{
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static constexpr std::string_view sName = "eyePos";
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};
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struct EyeVec : std140::Vec4
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{
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static constexpr std::string_view sName = "eyeVec";
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};
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struct FogColor : std140::Vec4
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{
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static constexpr std::string_view sName = "fogColor";
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};
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struct SunColor : std140::Vec4
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{
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static constexpr std::string_view sName = "sunColor";
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};
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struct SunPos : std140::Vec4
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{
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static constexpr std::string_view sName = "sunPos";
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};
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struct Resolution : std140::Vec2
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{
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static constexpr std::string_view sName = "resolution";
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};
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struct RcpResolution : std140::Vec2
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{
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static constexpr std::string_view sName = "rcpResolution";
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};
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struct FogNear : std140::Float
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{
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static constexpr std::string_view sName = "fogNear";
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};
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struct FogFar : std140::Float
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{
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static constexpr std::string_view sName = "fogFar";
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};
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struct Near : std140::Float
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{
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static constexpr std::string_view sName = "near";
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};
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struct Far : std140::Float
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{
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static constexpr std::string_view sName = "far";
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};
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struct Fov : std140::Float
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{
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static constexpr std::string_view sName = "fov";
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};
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struct GameHour : std140::Float
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{
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static constexpr std::string_view sName = "gameHour";
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};
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struct SunVis : std140::Float
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{
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static constexpr std::string_view sName = "sunVis";
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};
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struct WaterHeight : std140::Float
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{
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static constexpr std::string_view sName = "waterHeight";
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};
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struct IsWaterEnabled : std140::Bool
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{
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static constexpr std::string_view sName = "isWaterEnabled";
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};
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struct SimulationTime : std140::Float
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{
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static constexpr std::string_view sName = "simulationTime";
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};
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struct DeltaSimulationTime : std140::Float
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{
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static constexpr std::string_view sName = "deltaSimulationTime";
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};
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struct WindSpeed : std140::Float
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{
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static constexpr std::string_view sName = "windSpeed";
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};
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struct WeatherTransition : std140::Float
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{
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static constexpr std::string_view sName = "weatherTransition";
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};
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struct WeatherID : std140::Int
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{
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static constexpr std::string_view sName = "weatherID";
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};
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struct NextWeatherID : std140::Int
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{
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static constexpr std::string_view sName = "nextWeatherID";
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};
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struct IsUnderwater : std140::Bool
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{
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static constexpr std::string_view sName = "isUnderwater";
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};
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struct IsInterior : std140::Bool
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{
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static constexpr std::string_view sName = "isInterior";
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};
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using UniformData = std140::UBO<ProjectionMatrix, InvProjectionMatrix, ViewMatrix, PrevViewMatrix,
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InvViewMatrix, EyePos, EyeVec, FogColor, SunColor, SunPos, Resolution, RcpResolution, FogNear, FogFar, Near,
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Far, Fov, GameHour, SunVis, WaterHeight, IsWaterEnabled, SimulationTime, DeltaSimulationTime, WindSpeed,
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WeatherTransition, WeatherID, NextWeatherID, IsUnderwater, IsInterior>;
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UniformData mData;
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bool mUseUBO;
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std::shared_ptr<SceneUtil::PPLightBuffer> mPointLightBuffer;
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};
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}
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#endif
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