#ifdef COMPILEVS
uniform vec3 cAmbientStartColor;
uniform vec3 cAmbientEndColor;
uniform mat3 cBillboardRot;
uniform vec3 cCameraPos;
uniform mat3 cCameraRot;
uniform float cNearClip;
uniform float cFarClip;
uniform vec4 cDepthMode;
uniform vec3 cFrustumSize;
uniform float cDeltaTime;
uniform float cElapsedTime;
uniform vec4 cGBufferOffsets;
uniform vec3 cLightDir;
uniform vec4 cLightPos;
uniform mat4 cModel;
uniform mat4 cViewProj;
uniform vec4 cUOffset;
uniform vec4 cVOffset;
uniform mat4 cZone;
#ifndef GL_ES
    uniform mat4 cLightMatrices[4];
#else
    uniform mat4 cLightMatrices[2];
#endif
#ifdef SKINNED
    #ifdef RASPI
        uniform vec4 cSkinMatrices[32*3];
    #else
        uniform vec4 cSkinMatrices[64*3];
    #endif
#endif
#ifdef NUMVERTEXLIGHTS
    uniform vec4 cVertexLights[4*3];
#endif
#endif

#ifdef COMPILEPS
#ifdef GL_ES
    precision mediump float;
#endif

uniform vec3 cAmbientColor;
uniform vec3 cCameraPosPS;
uniform float cDeltaTimePS;
uniform float cElapsedTimePS;
uniform vec4 cFogParams;
uniform vec3 cFogColor;
uniform vec2 cGBufferInvSize;
uniform vec4 cLightColor;
uniform vec3 cLightDirPS;
uniform vec4 cLightPosPS;
uniform vec4 cMatDiffColor;
uniform vec3 cMatEmissiveColor;
uniform vec3 cMatEnvMapColor;
uniform vec4 cMatSpecColor;
uniform float cNearClipPS;
uniform float cFarClipPS;
uniform vec4 cShadowCubeAdjust;
uniform vec4 cShadowDepthFade;
uniform vec2 cShadowIntensity;
uniform vec2 cShadowMapInvSize;
uniform vec4 cShadowSplits;
uniform mat4 cLightMatricesPS[4];
#endif
