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using Unity.Mathematics;
using System.Runtime.InteropServices;
namespace UnityEngine.Rendering
{
[GenerateHLSL]
internal struct TransformUpdatePacket
{
public float4 localToWorld0;
public float4 localToWorld1;
public float4 localToWorld2;
}
//Must be a copy of SphericalHarmonicsL2
[GenerateHLSL]
[StructLayout(LayoutKind.Sequential)]
internal struct SHUpdatePacket
{
public float shr0, shr1, shr2, shr3, shr4, shr5, shr6, shr7, shr8;
public float shg0, shg1, shg2, shg3, shg4, shg5, shg6, shg7, shg8;
public float shb0, shb1, shb2, shb3, shb4, shb5, shb6, shb7, shb8;
}
}