Fix Update: direction de la lumière prise en compte pour le water shader
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@@ -364,12 +364,12 @@ bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext
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}
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bool ShaderManagerClass::RenderRefractionShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 clipPlane)
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor[], XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 clipPlane)
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{
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bool result;
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result = m_RefractionShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane);
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result = m_RefractionShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, lightPosition, clipPlane);
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if (!result)
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{
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return false;
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