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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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