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// glsl / C++ compatible source as interface for Shadows#ifdef __cplusplus#   define MAT4 glm::mat4#else#   define MAT4 mat4#endif #define SHADOW_CASCADE_MAX_COUNT    4 struct ShadowTransform {    MAT4 reprojection;    float fixedBias;    float slopeBias;    float _padding1;    float _padding2;}; struct ShadowParameters {    ShadowTransform cascades[SHADOW_CASCADE_MAX_COUNT];    int cascadeCount;    float invMapSize;    float invCascadeBlendWidth;    float maxDistance;    float invFalloffDistance;}; // <@if 1@>// Trigger Scribe include // <@endif@> <!def that !> //