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