//Some basic data that will be available to all hlsl vertex shaders.
//These are updated by calling G::Shader::UpdateConstants();
//The purpose here is to make the shader code closer to how easily GLSL can access things.
//Luke Lenhart (2005)

//combined world, view, and projection transform
float4x4 dx_ProjectionMatrix;
float4x4 dx_ModelViewProjectionMatrix;
float4x4 dx_ViewProjectionMatrix;
float4x4 dx_ModelViewMatrix;
float4x4 dx_ModelMatrix;
