Patch Update - Skybox Shader wip - V9.3.2
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@@ -45,20 +45,20 @@ public:
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bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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bool RenderSkyboxShader(
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ID3D11DeviceContext* deviceContext,
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int indexCount,
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XMMATRIX worldMatrix,
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XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* front,
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ID3D11ShaderResourceView* back,
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ID3D11ShaderResourceView* left,
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ID3D11ShaderResourceView* right,
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ID3D11ShaderResourceView* top,
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ID3D11ShaderResourceView* bottom,
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XMFLOAT4 sunDiffuseColor
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);
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bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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// ID3D11DeviceContext* deviceContext,
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// int indexCount,
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// XMMATRIX worldMatrix,
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// XMMATRIX viewMatrix,
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// XMMATRIX projectionMatrix,
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// ID3D11ShaderResourceView* front,
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// ID3D11ShaderResourceView* back,
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// ID3D11ShaderResourceView* left,
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// ID3D11ShaderResourceView* right,
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// ID3D11ShaderResourceView* top,
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// ID3D11ShaderResourceView* bottom,
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// XMFLOAT4 sunDiffuseColor
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// );
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private:
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TextureShaderClass* m_TextureShader;
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