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
+3 -3
View File
@@ -312,7 +312,7 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
Value v1 = tryGetValue(node->GetBox(0), Value::Zero);
String text = String::Format(TEXT("ExtractLargestComponent({0})"), Value::Cast(v1, ValueType::Float3).Value);
value = writeLocal(ValueType::Float3, text, node);
_includes.Add(TEXT("./Flax/Math.hlsl"));
_includes.Add(TEXT("./Flax/Math/Math.hlsl"));
break;
}
// Asine
@@ -352,7 +352,7 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
const auto graphValue = tryGetValue(node->GetBox(2), Value::Zero).AsFloat3();
const auto position = tryGetValue(node->GetBox(3), Value::Zero).AsFloat3();
const String text = String::Format(TEXT("RotateAboutAxis(float4({0}, {1}), {2}, {3})"), normalizedRotationAxis.Value, shaderGraphValue.Value, graphValue.Value, position.Value);
_includes.Add(TEXT("./Flax/Math.hlsl"));
_includes.Add(TEXT("./Flax/Math/Math.hlsl"));
value = writeLocal(ValueType::Float3, text, node);
break;
}
@@ -835,7 +835,7 @@ void ShaderGenerator::ProcessGroupTools(Box* box, Node* node, Value& value)
case 33:
case 34:
{
_includes.Add(TEXT("./Flax/Noise.hlsl"));
_includes.Add(TEXT("./Flax/Math/Noise.hlsl"));
const Char* format;
ValueType pointType = VariantType::Float2;
ValueType resultType = VariantType::Float;