Format code for shader generators
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@@ -120,7 +120,7 @@ bool ParticleEmitterGPUGenerator::sampleSceneTexture(Node* caller, Box* box, con
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result = Value(VariantType::Float, valueBox->Cache.Value + _subs[3]);
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break;
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default:
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CRASH;
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CRASH;
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break;
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}
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@@ -151,7 +151,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
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{
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switch (node->TypeID)
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{
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// Scene Texture
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// Scene Texture
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case 6:
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{
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// Get texture type
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@@ -255,11 +255,11 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
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}
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break;
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}
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// Scene Depth
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// Scene Depth
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case 8:
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sampleSceneDepth(node, value, box);
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break;
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// Texture
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// Texture
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case 11:
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{
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// Check if texture has been selected
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@@ -276,7 +276,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
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}
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break;
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}
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// Load Texture
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// Load Texture
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case 13:
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{
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// Get input texture
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