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vec3 sampleRGB<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
):vec3
vec3 sampleRGB<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
vec4 tint=,
tint:vec4=,
):vec3
float sampleAlphaUnclamped<>(
sampler2D opacitySampler=,
opacitySampler:sampler2D=,
sampler2D albedoSampler=,
albedoSampler:sampler2D=,
vec2 uv=,
uv:vec2=,
vec4 albedo=,
albedo:vec4=,
float scale=,
scale:float=,
):float
float sampleAlpha<>(
sampler2D opacitySampler=,
opacitySampler:sampler2D=,
sampler2D albedoSampler=,
albedoSampler:sampler2D=,
vec2 uv=,
uv:vec2=,
vec4 albedo=,
albedo:vec4=,
float scale=,
scale:float=,
):float
float sampleRedUnclamped<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
float scale=,
scale:float=,
float offset=,
offset:float=,
):float
float sampleRedBlurredUnclamped<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
float scale=,
scale:float=,
float offset=,
offset:float=,
float blur=,
blur:float=,
):float
float sampleRed<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
float scale=,
scale:float=,
float offset=,
offset:float=,
):float
vec3 sampleEmission<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
float emissionScale=,
emissionScale:float=,
vec4 emissionOffset=,
emissionOffset:vec4=,
):vec3
float sampleOcclusionUnclamped<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
float amount=,
amount:float=,
float offset=,
offset:float=,
):float
float sampleOcclusion<>(
sampler2D sampler=,
sampler:sampler2D=,
vec2 uv=,
uv:vec2=,
float scale=,
scale:float=,
float offset=,
offset:float=,
):float
vec4 triplanarTexture<>(
sampler2D sampler=,
sampler:sampler2D=,
vec3 weights=,
weights:vec3=,
vec3 triplanerPosition=,
triplanerPosition:vec3=,
):vec4
vec2 heightMapUV<>(
vec3 worldPosition=,
worldPosition:vec3=,
vec3 terrainSize=,
terrainSize:vec3=,
vec3 terrainOffset=,
terrainOffset:vec3=,
):vec2
vec4 fromHeightMap<>(
sampler2D sampler=,
sampler:sampler2D=,
vec3 worldPosition=,
worldPosition:vec3=,
vec3 terrainSize=,
terrainSize:vec3=,
vec3 terrainOffset=,
terrainOffset:vec3=,
):vec4
vec4 fromHeightMapSmoothed<>(
sampler2D terrain=,
terrain:sampler2D=,
vec2 terrainUV=,
terrainUV:vec2=,
vec2 kernelSize=,
kernelSize:vec2=,
float weightSmoothing=,
weightSmoothing:float=,
):vec4
vec3 heightMapDirection<>(
sampler2D terrain=,
terrain:sampler2D=,
vec2 terrainUV=,
terrainUV:vec2=,
vec2 kernelSize=,
kernelSize:vec2=,
float normalScale=,
normalScale:float=,
):vec3
vec3 heightMapNormal<>(
sampler2D terrain=,
terrain:sampler2D=,
vec2 terrainUV=,
terrainUV:vec2=,
vec2 kernelSize=,
kernelSize:vec2=,
float normalScale=,
normalScale:float=,
):vec3
vec3 heightMapNormalSmoothed<>(
sampler2D terrain=,
terrain:sampler2D=,
vec2 terrainUV=,
terrainUV:vec2=,
vec2 kernelSize=,
kernelSize:vec2=,
float normalScale=,
normalScale:float=,
float kernelSpread=,
kernelSpread:float=,
):vec3
vec2 tilingOffset<>(
vec2 uv=,
uv:vec2=,
vec2 scale=,
scale:vec2=,
vec2 offset=,
offset:vec2=,
):vec2












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