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