Minor: Water shader Terminer
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@@ -10,7 +10,6 @@ ShaderManagerClass::ShaderManagerClass()
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m_SpecMapShader = 0;
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m_TransparentShader = 0;
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m_LightShader = 0;
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m_LightShaderWater = 0;
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m_LightMapShader = 0;
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m_RefractionShader = 0;
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m_WaterShader = 0;
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@@ -103,15 +102,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Create and initialize the light shader object.
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m_LightShaderWater = new LightShaderClass;
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result = m_LightShaderWater->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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// Create and initialize the light map shader object.
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m_LightMapShader = new LightMapShaderClass;
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@@ -208,14 +198,6 @@ void ShaderManagerClass::Shutdown()
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m_LightShader = 0;
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}
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// Release the light shader object.
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if (m_LightShaderWater)
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{
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m_LightShaderWater->Shutdown();
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delete m_LightShaderWater;
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m_LightShaderWater = 0;
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}
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// Release the light map shader object.
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if (m_LightMapShader)
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{
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@@ -366,21 +348,6 @@ bool ShaderManagerClass::RenderlightShader(ID3D11DeviceContext* deviceContext, i
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return true;
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}
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bool ShaderManagerClass::RenderlightShaderWater(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 getDirection[], XMFLOAT4 ambientColor[], XMFLOAT4 diffuseColor[])
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{
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bool result;
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result = m_LightShaderWater->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, getDirection, ambientColor, diffuseColor);
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if (!result)
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{
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return false;
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}
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return true;
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}
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bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
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{
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