diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp index ed79b5edc..475809b6c 100644 --- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp +++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp @@ -584,7 +584,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value) { // Procedural Texture Sample textureBox->Cache = writeLocal(Value::InitForZero(ValueType::Float4), node); - createGradients(node); + // createGradients(node); //PE: Not needed should always use the scaled or not scaled uv. auto proceduralSample = String::Format(TEXT( " {{\n" " float3 weights;\n" @@ -613,19 +613,19 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value) " uv1 = {0} + frac(sin(mul(float2x2(127.1, 311.7, 269.5, 183.3), vertex1)) * 43758.5453);\n" " uv2 = {0} + frac(sin(mul(float2x2(127.1, 311.7, 269.5, 183.3), vertex2)) * 43758.5453);\n" " uv3 = {0} + frac(sin(mul(float2x2(127.1, 311.7, 269.5, 183.3), vertex3)) * 43758.5453);\n" - " float4 tex1 = {1}.SampleGrad({4}, uv1, {2}, {3}, {6}) * weights.x;\n" - " float4 tex2 = {1}.SampleGrad({4}, uv2, {2}, {3}, {6}) * weights.y;\n" - " float4 tex3 = {1}.SampleGrad({4}, uv3, {2}, {3}, {6}) * weights.z;\n" - " {5} = tex1 + tex2 + tex3;\n" + " float2 fdx = ddx({0});\n" + " float2 fdy = ddy({0});\n" + " float4 tex1 = {1}.SampleGrad({2}, uv1, fdx, fdy, {4}) * weights.x;\n" + " float4 tex2 = {1}.SampleGrad({2}, uv2, fdx, fdy, {4}) * weights.y;\n" + " float4 tex3 = {1}.SampleGrad({2}, uv3, fdx, fdy, {4}) * weights.z;\n" + " {3} = tex1 + tex2 + tex3;\n" " }}\n" ), uvs.Value, // {0} texture.Value, // {1} - _ddx.Value, // {2} - _ddy.Value, // {3} - samplerName, // {4} - textureBox->Cache.Value, // {5} - offset.Value // {6} + samplerName, // {2} + textureBox->Cache.Value, // {3} + offset.Value // {4} ); _writer.Write(*proceduralSample);