Fix Update: direction de la lumière prise en compte pour le water shader
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@@ -30,6 +30,7 @@ private:
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{
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XMFLOAT4 ambientColor;
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XMFLOAT4 diffuseColor;
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XMFLOAT4 lightPosition;
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XMFLOAT3 lightDirection;
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float padding;
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};
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@@ -47,7 +48,7 @@ public:
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
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XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT4);
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XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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@@ -55,7 +56,7 @@ private:
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
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XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT4);
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XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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