Properties
				
					
					Static Readonly BINDING
					BINDING
: UBO_SHADOW = PipelineGlobalBindings.UBO_SHADOWStatic Readonly COUNT
					COUNT: number = UBOShadow.SHADOW_INFO_OFFSET + 4
					
				
				
					
					Static Readonly DESCRIPTOR
					DESCRIPTOR
: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UBOShadow.BINDING, DescriptorType.UNIFORM_BUFFER, 1, ShaderStageFlagBit.ALL)Static Readonly LAYOUT
					LAYOUT
: UniformBlock = new UniformBlock(SetIndex.GLOBAL, UBOShadow.BINDING, UBOShadow.NAME, [new Uniform('cc_matLightPlaneProj', Type.MAT4, 1),new Uniform('cc_matLightViewProj', Type.MAT4, 1),new Uniform('cc_shadowColor', Type.FLOAT4, 1),new Uniform('cc_shadowInfo', Type.FLOAT4, 1),], 1)Static Readonly MAT_LIGHT_PLANE_PROJ_OFFSET
					MAT_LIGHT_PLANE_PROJ_OFFSET: 0 = 0
					
				
				
					
					Static Readonly MAT_LIGHT_VIEW_PROJ_OFFSET
					MAT_LIGHT_VIEW_PROJ_OFFSET: number = UBOShadow.MAT_LIGHT_PLANE_PROJ_OFFSET + 16
					
				
				
					
					Static Readonly NAME
					NAME: "CCShadow" = "CCShadow"
					
				
				
					
					Static Readonly SHADOW_COLOR_OFFSET
					SHADOW_COLOR_OFFSET: number = UBOShadow.MAT_LIGHT_VIEW_PROJ_OFFSET + 16
					
				
				
					
					Static Readonly SHADOW_INFO_OFFSET
					SHADOW_INFO_OFFSET: number = UBOShadow.SHADOW_COLOR_OFFSET + 4
					
				
				
					
					Static Readonly SIZE
					SIZE: number = UBOShadow.COUNT * 4
					
				
			
		 
The uniform buffer object for shadow