Cel shading Update
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@@ -429,11 +429,11 @@ bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, i
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}
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bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor[])
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
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{
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bool result;
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result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
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result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
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if (!result)
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{
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return false;
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