public void UploadShaderChanges()
{
// map shaders. key is RenderHash
foreach (var shader in _shaderDatabase.ShaderChanges)//m_cq_shaders)
{
if (_renderEngine.CancelRender) return;
shader.Gamma = PreProcessGamma;
// create a cycles shader
var sh = _renderEngine.CreateMaterialShader(shader);
_shaderDatabase.RecordRhCclShaderRelation(shader.Id, sh);
_shaderDatabase.Add(shader, sh);
// add the new shader to scene
var scshid = _renderEngine.Client.Scene.AddShader(sh);
_shaderDatabase.RecordCclShaderSceneId(shader.Id, scshid);
sh.Tag();
}
}