// Vertex shader parameters uniform float3 cCameraPos : register(C0); uniform float3x3 cCameraRot : register(C1); uniform float4 cDepthMode : register(C4); uniform float3 cFrustumSize : register(C5); uniform float4 cGBufferOffsets : register(C6); uniform float3 cLightDir : register(C7); uniform float4 cLightPos : register(C8); uniform float3x3 cLightVecRot: register(C9); uniform float4x3 cModel : register(C12); uniform float4x4 cSpotProj : register(C15); uniform float4x4 cViewProj : register(C19); uniform float4 cUOffset : register(C23); uniform float4 cVOffset : register(C24); uniform float3 cViewRightVector : register(C25); uniform float3 cViewUpVector : register(C26); uniform float4x3 cZone : register(C27); uniform float4x4 cShadowProj[4] : register(C30); uniform float4x3 cSkinMatrices[64] : register(C46); uniform float4 cVertexLights[6*3] : register(C238); // Pixel shader parameters uniform float3 cAmbientStartColor : register(C0); uniform float3 cAmbientEndColor : register(C1); uniform float2 cDepthReconstruct : register(C2); uniform float4 cFogParams : register(C3); uniform float3 cFogColor : register(C4); uniform float4 cLightColor : register(C5); uniform float4 cLightPosPS : register(C6); uniform float3 cLightDirPS : register(C7); uniform float4 cMatDiffColor : register(C8); uniform float3 cMatEmissiveColor : register(C9); uniform float2 cMatSpecProperties : register(C10); uniform float2 cSampleOffsets : register(C11); uniform float4 cShadowCubeAdjust : register(C12); uniform float4 cShadowDepthFade : register(C13); uniform float4 cShadowIntensity : register(C14); uniform float4 cShadowSplits : register(C15); uniform float4x4 cShadowProjPS[4] : register(C16);