#pragma once struct VertexData { float x; float y; float z; float _ignored1; float u; float v; float _ignored2; float _ignored3; }; struct ShaderModelMatrix { ShaderModelMatrix() { memset(this, 0, sizeof(ShaderModelMatrix)); for (int c = 0; c < 4; c++) { m44[c + c * 4] = 1.0; } } float m44[16]; }; struct ShaderViewMatrices { ShaderViewMatrices() { memset(this, 0, sizeof(ShaderViewMatrices)); for (int c = 0; c < 4; c++) { vp44[c + c * 4] = 1; vp44_2[c + c * 4] = 1; } } float vp44[16]; float vp44_2[16]; float pre_view_translation[4]; float pre_view_translation_2[4]; };