Fix Water Shader dans le shader manager

This commit is contained in:
GolfOcean334
2024-04-12 15:56:59 +02:00
parent c7d2d13388
commit df55562d59
5 changed files with 81 additions and 9 deletions

View File

@@ -378,14 +378,15 @@ bool ShaderManagerClass::RenderRefractionShader(ID3D11DeviceContext* deviceConte
return true;
}
bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, XMMATRIX reflectionMatrix,
ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture, ID3D11ShaderResourceView* normalTexture,
float waterTranslation, float reflectRefractScale)
bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
XMMATRIX reflectionMatrix, ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture,
ID3D11ShaderResourceView* normalTexture, float waterTranslation, float reflectRefractScale)
{
bool result;
result = m_RefractionShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane);
result = m_WaterShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix, reflectionTexture,
refractionTexture, normalTexture, waterTranslation, reflectRefractScale);
if (!result)
{
return false;