minor update - préparation sunlight
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@@ -17,6 +17,7 @@
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#include "refractionshaderclass.h"
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#include "watershaderclass.h"
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#include "celshadingshader.h"
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#include "sunlightshaderclass.h"
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using namespace DirectX;
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@@ -42,8 +43,7 @@ public:
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bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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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*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, const std::vector<ID3D11ShaderResourceView*>&);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT4);
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private:
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TextureShaderClass* m_TextureShader;
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NormalMapShaderClass* m_NormalMapShader;
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@@ -57,7 +57,7 @@ private:
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RefractionShaderClass* m_RefractionShader;
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WaterShaderClass* m_WaterShader;
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CelShadingShader* m_CelShadingShader;
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SunlightShaderClass* m_SunlightShader;
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};
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#endif
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#endif
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