changes
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@ -38,9 +38,15 @@ void TexturedCubeNode::Render()
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CBUFFER cBuffer;
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cBuffer.completeTransformation = completeTransformation;
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cBuffer.worldTransformation = XMLoadFloat4x4(&_combinedWorldTransformation);
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cBuffer.ambientColor = XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f);
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cBuffer.lightVector = XMVector4Normalize(XMVectorSet(0.0f, 1.0f, 1.0f, 0.0f));
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cBuffer.lightColor = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
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cBuffer.ambientColor = DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetAmbientLight();
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cBuffer.lightVector = DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetDirectionalLightDirection();
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cBuffer.lightColor = DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetDirectionalLightColor();
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cBuffer.diffuseCoefficient = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
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cBuffer.specularCoefficient = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
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XMStoreFloat4(&cBuffer.cameraPosition, DirectXFramework::GetDXFramework()->GetCamera()->GetCameraPosition());
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cBuffer.shininess = 5.0f;
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cBuffer.opacity = 1.0f;
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cBuffer.validTexture = 1;
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// Update the constant buffer
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_deviceContext->VSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
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@ -163,7 +169,7 @@ void TexturedCubeNode::BuildShaders()
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//Compile vertex shader
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HRESULT hr = D3DCompileFromFile(L"TexturedShaders.hlsl",
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nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
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"VS", "vs_5_0",
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"VShader", "vs_5_0",
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shaderCompileFlags, 0,
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_vertexShaderByteCode.GetAddressOf(),
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compilationMessages.GetAddressOf());
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@ -181,7 +187,7 @@ void TexturedCubeNode::BuildShaders()
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// Compile pixel shader
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hr = D3DCompileFromFile(L"TexturedShaders.hlsl",
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nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
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"PS", "ps_5_0",
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"PShader", "ps_5_0",
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shaderCompileFlags, 0,
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_pixelShaderByteCode.GetAddressOf(),
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compilationMessages.GetAddressOf());
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