<commit_before>#include "IBLPass.h"
#include "BindIndexInfo.h"
#include "SkyBox.h"
#include "SkyBoxMaterial.h"

using namespace Rendering::PostProcessing;
using namespace Rendering::Texture;
using namespace Rendering::Shader;
using namespace Rendering::Buffer;
using namespace Rendering::Camera;
using namespace Rendering::Renderer;
using namespace Rendering::Sky;
using namespace Rendering::Manager;
using namespace Rendering::Material;
using namespace Rendering::RenderState;
using namespace Rendering;
using namespace Device;

void IBLPass::Initialize(DirectX& dx, ShaderManager& shaderMgr)
{
	FullScreen::InitParam param;
	{
		param.psMacros			= nullptr;
		param.psName			= "PS";
		param.shaderFileName	= "IBLPass";
	}

	_screen.Initialize(dx, param, shaderMgr);<commit_msg>IBLPass - 불필요한 코드 제거<commit_after>#include "IBLPass.h"
#include "BindIndexInfo.h"
#include "SkyBoxMaterial.h"

using namespace Rendering::PostProcessing;
using namespace Rendering::Texture;
using namespace Rendering::Shader;
using namespace Rendering::Buffer;
using namespace Rendering::Camera;
using namespace Rendering::Renderer;
using namespace Rendering::Sky;
using namespace Rendering::Manager;
using namespace Rendering::Material;
using namespace Rendering::RenderState;
using namespace Rendering;
using namespace Device;

void IBLPass::Initialize(DirectX& dx, ShaderManager& shaderMgr)
{
	FullScreen::InitParam param;
	{
		param.psMacros			= nullptr;
		param.psName			= "PS";
		param.shaderFileName	= "IBLPass";
	}

	_screen.Initialize(dx, param, shaderMgr);
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