Well it's something ig
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@@ -17,6 +17,7 @@ ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
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HRESULT result;
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// Create input layout
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D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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@@ -26,7 +27,7 @@ ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
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};
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D3DX11_PASS_DESC passDesc;
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ID3DX11EffectTechnique* techniquePtr = m_ShadowEffectPtr->GetTechniquePtr();
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ID3DX11EffectTechnique* techniquePtr = m_ColorEffectPtr->GetTechniquePtr();
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techniquePtr->GetPassByIndex(0)->GetDesc(&passDesc);
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result = devicePtr->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc),
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@@ -34,6 +35,7 @@ ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
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&m_InputLayoutPtr);
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assert(result == S_OK && "Creating input layout failed");
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// Create vertex buffer
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D3D11_BUFFER_DESC bufferDesc = {};
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bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
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