Moved shaders to separate OpenGL and DirectX folders
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@@ -110,8 +110,8 @@ void dd::Renderer::Initialize()
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m_DeviceContext->RSSetViewports(1, &viewport);
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shaderProgram = new ShaderProgram();
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shaderProgram->CompileVertexShader(L"vertex.hlsl");
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shaderProgram->CompilePixelShader(L"pixel.hlsl");
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shaderProgram->CompileVertexShader(L"Shaders/DirectX/vertex.hlsl");
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shaderProgram->CompilePixelShader(L"Shaders/DirectX/pixel.hlsl");
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D3D11_INPUT_ELEMENT_DESC VertexIED[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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