Refactor engine shaders folder to have better organization
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@@ -785,7 +785,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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{
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const auto linear = tryGetValue(node->GetBox(0), Value::Zero).AsFloat3();
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value = writeLocal(linear.Type, String::Format(TEXT("LinearToSrgb({0})"), linear.Value), node);
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_includes.Add(TEXT("./Flax/GammaCorrectionCommon.hlsl"));
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_includes.Add(TEXT("./Flax/PostFX/GammaCorrectionCommon.hlsl"));
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break;
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}
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// sRGB to Linear
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@@ -793,7 +793,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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{
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const auto sRGB = tryGetValue(node->GetBox(0), Value::Zero).AsFloat3();
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value = writeLocal(sRGB.Type, String::Format(TEXT("sRGBToLinear({0})"), sRGB.Value), node);
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_includes.Add(TEXT("./Flax/GammaCorrectionCommon.hlsl"));
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_includes.Add(TEXT("./Flax/PostFX/GammaCorrectionCommon.hlsl"));
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break;
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}
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default:
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