MONKEYYYY
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@@ -372,6 +372,9 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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dataPtr2->diffuseColor = diffuseColor;
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dataPtr2->lightDirection = lightDirection;
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dataPtr2->lightPosition = lightPosition;
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dataPtr2->constantAttenuation = 0.5f; // Set your attenuation values here
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dataPtr2->linearAttenuation = 0.1f;
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dataPtr2->quadraticAttenuation = 0.01f;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_lightBuffer, 0);
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@@ -389,6 +392,7 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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}
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void CelShadingShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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{
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// Set the vertex input layout.
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