bool TextureToScreenShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, RenderTarget& renderTarget)
{
	std::vector<ID3D11ShaderResourceView*> textures = renderTarget.GetShaderResourceViews();

	// Set shader texture resource in the pixel shader.
	deviceContext->PSSetShaderResources(0, textures.size(), textures.data());

	return true;
}