#ifdef VS

  #if defined(USE_BINDING)
  layout( binding = VSCB0Index, std140 ) uniform VSCB0
  #else
  layout (std140) uniform VSCB0
  #endif
  {
    float4x4 matView;
    float4x4 matProj;
    float4x4 matViewProj;
    float4x4 matInvViewProj;
    float4   cameraPosition;
    float4   backBufferDimensions;
    float4   timeTimeDelta;
  };
  
#endif //VS

#ifdef PS

  #if defined(USE_BINDING)
  layout( binding = PSCB0Index, std140 ) uniform PSCB0
  #else
  layout (std140) uniform PSCB0
  #endif
  {
    float4x4 matView;
    float4x4 matProj;
    float4x4 matViewProj;
    float4x4 matInvViewProj;
    float4   cameraPosition;
    float4   backBufferDimensions;
    float4   timeTimeDelta;
  };
  
#endif //PS

