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#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection convertion
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
// This file assume SHADER_API_VULKAN is defined
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
// This file assume SHADER_API_D3D11 is defined