Refactor engine shaders folder to have better organization
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@@ -698,7 +698,7 @@ void DrawEmittersGPU(GPUContext* context, RenderContextBatch& renderContextBatch
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if (sorting && GPUParticlesSorting == nullptr)
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{
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// TODO: preload shader if platform supports GPU particles (eg. inside ParticleEmitter::load if it's GPU sim with any sort module)
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GPUParticlesSorting = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GPUParticlesSorting"));
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GPUParticlesSorting = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Utils/GPUParticlesSorting"));
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#if COMPILE_WITH_DEV_ENV
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if (GPUParticlesSorting)
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GPUParticlesSorting.Get()->Reloading.Bind<OnShaderReloading>();
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