float4x4 g_mWorld;			// The World matrix
float4x4 g_mWorldView;		// The WorldView matrix
float4x4 g_mProj;			// The Proj matrix

float4x4 g_mPreviousWVP;	// The previous frame WVP matrix

float3 g_vLightPos;			// LightPos in the world
float3 g_vLightVect;		// LightVect in the world

float3 g_vEyeWorldPos;		// Eye position in the world


texture g_DiffuseTex;
sampler2D g_samMesh = sampler_state
{
    Texture = <g_DiffuseTex>;
    AddressU = Wrap;
    AddressV = Wrap;
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;
};
