Refactor engine shaders folder to have better organization

This commit is contained in:
2026-08-26 12:59:23 +02:00
parent 70155516c3
commit 14df537817
231 changed files with 409 additions and 407 deletions
@@ -5,8 +5,8 @@
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/ShadowsPass.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
#include "Engine/Renderer/Lighting/ShadowsPass.h"
#include "Engine/Renderer/Utils/GlobalSignDistanceFieldPass.h"
#if USE_EDITOR
#include "Engine/Renderer/Lightmaps.h"
#endif
@@ -14,7 +14,7 @@
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Level/Scene/Lightmap.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
#include "Engine/Renderer/ReflectionsPass.h"
#include "Engine/Renderer/Reflections/ReflectionsPass.h"
void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<byte>& cb, int32& srv)
{