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Material system refactoring (+removal of Effects11) #51
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…l loading to Scene;
…ecated .fx effects
…pp/h; renamed shadow mapper and gbuffer systems to new class standards (ER_ClassName);
…ved deprecated effects DebugLightProbeMaterial, RenderToLightProbeMaterial, their fx and callbacks; added shadow sampler to SamplerStates.cpp; fixed RenderingObject::Draw() for specific mesh index
…GIMaterial, its fx, callbacks; removed geometry shader UAV usage from Voxelization.hlsl; removed ER_MaterialsCallbacks.cpp
…precated InstancingMaterial.cpp/h
… into a separate pass in Illumination.cpp; cleaned pipeline (RTs, DTs) with new approach; refactored QuadRenderer (added vertex shader, input layout) = now fully usable as a service component; added global gamma correct result in Lighting.hlsli
… new-style FXAA pass in PostProcessingStack
…hem with new-style PP passes
…ingStack to ER_PostProcessingStack; moved PP to Library namespace; added support for RO's reflection mask textures; removed screen space light shafts
…ng pass style (removed deprecated FoliageMaterial)
… Effect.cpp/h, Material.cpp/h, Variable.cpp/h, Technique.cpp/h
…ing-Engine into material_system_refactoring
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