**Refactor sRGB import option on textures** to actually handle image contents with gamma
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@@ -38,6 +38,7 @@ struct VertexOutput
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#endif
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float4 ClipExtents : TEXCOORD3;
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float2 ClipOrigin : TEXCOORD4;
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float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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@@ -55,6 +56,7 @@ struct PixelInput
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#endif
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float4 ClipExtents : TEXCOORD3;
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float2 ClipOrigin : TEXCOORD4;
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float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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@@ -67,6 +69,7 @@ struct MaterialInput
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float3 WorldPosition;
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float TwoSidedSign;
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float2 TexCoord;
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float2 CustomData; // x-per-geometry type, y-features mask
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#if USE_VERTEX_COLOR
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half4 VertexColor;
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#endif
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@@ -84,6 +87,7 @@ MaterialInput GetMaterialInput(Render2DVertex input, VertexOutput output)
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MaterialInput result;
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result.WorldPosition = output.WorldPosition;
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result.TexCoord = output.TexCoord;
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result.CustomData = input.CustomDataAndClipOrigin.xy;
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#if USE_VERTEX_COLOR
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result.VertexColor = output.VertexColor;
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#endif
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@@ -103,6 +107,7 @@ MaterialInput GetMaterialInput(PixelInput input)
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MaterialInput result;
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result.WorldPosition = input.WorldPosition;
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result.TexCoord = input.TexCoord;
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result.CustomData = input.CustomData;
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#if USE_VERTEX_COLOR
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result.VertexColor = input.VertexColor;
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#endif
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@@ -229,6 +234,7 @@ VertexOutput VS_GUI(Render2DVertex input)
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#if USE_VERTEX_COLOR
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output.VertexColor = input.Color;
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#endif
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output.CustomData = input.CustomDataAndClipOrigin.xy;
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output.ClipOrigin = input.CustomDataAndClipOrigin.zw;
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output.ClipExtents = input.ClipExtents;
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