Cel shading Update
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@@ -29,7 +29,9 @@ private:
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT3 lightDirection;
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float padding;
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float padding; // Padding to ensure the structure is a multiple of 16 bytes.
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XMFLOAT3 lightPosition; // Add light position
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float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
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};
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public:
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@@ -39,14 +41,14 @@ 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*, XMFLOAT3, XMFLOAT4[]);
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[]);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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