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#ifndef WATER_GENERATION_UTILITIES_H
#define WATER_GENERATION_UTILITIES_H
// The set of generators that should be applied this frame
StructuredBuffer<WaterGeneratorData> _WaterGeneratorData;
Texture2D<float2> _WaterGeneratorTextureAtlas;
// This array allows us to convert vertex ID to local position
static const float2 generatorCorners[6] = {float2(-1, -1), float2(1, -1), float2(1, 1), float2(-1, -1), float2(1, 1), float2(-1, 1)};
#endif // WATER_GENERATION_UTILITIES_H