float4x4	WorldMatrix : WORLD;
float4x4	ViewProjMatrix;
float4x4	SkinningMatrix[48];
float3		CameraPos;
float3		LightPos;
float3		LightDir;
float4		FallOff;
int			LightTyp;
float		Angle;

float4	Light_Ambient_Const;
float4	Light_Diffuse_Const;
float4	Light_Specular_Const;

float3	Vec3TransCoord(float3 vec,float4x4 mat)
{
	return(float3(dot(vec,mat._11_12_13_14),dot(vec,mat._21_22_23_24),dot(vec,mat._31_32_33_34)));
}
float3	Vec3TransNorm(float3 vec,float4x4 mat)
{
	return(float3(dot(vec,mat._11_21_31),dot(vec,mat._12_22_32),dot(vec,mat._13_23_33)));
}

