Minor: Ajout du shader de transparence dans le shader manager
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@@ -243,5 +243,20 @@ bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext,
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return false;
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}
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return true;
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}
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bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, float blendAmount)
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{
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bool result;
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result = m_TransparentShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, blendAmount);
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if (!result)
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{
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return false;
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}
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return true;
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}
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