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					@ -328,9 +328,9 @@ bool    ImGui_ImplDX11_CreateDeviceObjects() | 
				
			
			
		
	
		
		
			
				
					
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					        // Create the input layout
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					        // Create the input layout
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					        D3D11_INPUT_ELEMENT_DESC localLayout[] = { | 
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					        D3D11_INPUT_ELEMENT_DESC localLayout[] = { | 
				
			
			
		
	
		
		
			
				
					
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					            { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | 
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					            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,       0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 }, | 
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					            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 }, | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM,     0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | 
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					            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					        }; | 
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					        }; | 
				
			
			
		
	
		
		
			
				
					
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					        if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) | 
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					        if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) | 
				
			
			
		
	
	
		
		
			
				
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