Patch Update - Naming - V9.3.6
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@@ -3,7 +3,7 @@
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/////////////
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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cbuffer SunLightBuffer
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cbuffer SkyboxBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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@@ -11,7 +11,7 @@ cbuffer SunLightBuffer
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float intensity;
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};
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cbuffer SunLightColorBuffer
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cbuffer SkyboxColorBuffer
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{
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float4 sunColor;
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};
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@@ -14,7 +14,7 @@ cbuffer CameraBuffer
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float padding;
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};
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cbuffer SunLightBuffer
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cbuffer SkyboxBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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@@ -25,7 +25,7 @@ class SkyboxShaderClass
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float padding;
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};
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struct SunLightBufferType
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struct SkyboxBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT4 ambientColor;
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@@ -33,7 +33,7 @@ class SkyboxShaderClass
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float intensity;
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};
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struct SunLightColorBufferType
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struct SkyboxColorBufferType
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{
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XMFLOAT4 sunColor;
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};
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@@ -244,7 +244,7 @@ bool SkyboxShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
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sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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sunlightBufferDesc.ByteWidth = sizeof(SunLightBufferType);
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sunlightBufferDesc.ByteWidth = sizeof(SkyboxBufferType);
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sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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sunlightBufferDesc.MiscFlags = 0;
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@@ -380,7 +380,7 @@ bool SkyboxShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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MatrixBufferType* dataPtr;
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CameraBufferType* dataPtr2;
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SunLightBufferType* dataPtr3;
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SkyboxBufferType* dataPtr3;
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unsigned int bufferNumber;
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// Transpose the matrices to prepare them for the shader.
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@@ -420,7 +420,7 @@ bool SkyboxShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr3 = (SunLightBufferType*)mappedResource.pData;
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dataPtr3 = (SkyboxBufferType*)mappedResource.pData;
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// Copy the lighting variables into the constant buffer.
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dataPtr3->ambientColor = ambientColor;
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