Merge branch 'Swiggies-stochastic-sampling-node'
This commit is contained in:
@@ -86,6 +86,71 @@ namespace FlaxEditor.Surface.Archetypes
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}
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}
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// TODO merge the above and below function into one?
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internal class ProceduralSampleNode : SurfaceNode
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{
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private ComboBox _textureGroupPicker;
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public ProceduralSampleNode(uint id, VisjectSurfaceContext context, NodeArchetype nodeArch, GroupArchetype groupArch)
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: base(id, context, nodeArch, groupArch)
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{
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}
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public override void OnValuesChanged()
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{
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base.OnValuesChanged();
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UpdateUI();
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}
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public override void OnLoaded()
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{
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base.OnLoaded();
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UpdateUI();
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}
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private void UpdateUI()
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{
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if ((int)Values[1] == (int)CommonSamplerType.TextureGroup)
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{
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if (_textureGroupPicker == null)
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{
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_textureGroupPicker = new ComboBox
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{
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Location = new Float2(FlaxEditor.Surface.Constants.NodeMarginX + 50, FlaxEditor.Surface.Constants.NodeMarginY + FlaxEditor.Surface.Constants.NodeHeaderSize + FlaxEditor.Surface.Constants.LayoutOffsetY * 3),
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Width = 100,
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Parent = this,
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};
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_textureGroupPicker.SelectedIndexChanged += OnSelectedTextureGroupChanged;
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var groups = GameSettings.Load<StreamingSettings>();
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if (groups?.TextureGroups != null)
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{
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for (int i = 0; i < groups.TextureGroups.Length; i++)
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_textureGroupPicker.AddItem(groups.TextureGroups[i].Name);
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}
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}
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else
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{
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_textureGroupPicker.Visible = true;
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}
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_textureGroupPicker.SelectedIndexChanged -= OnSelectedTextureGroupChanged;
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_textureGroupPicker.SelectedIndex = (int)Values[2];
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_textureGroupPicker.SelectedIndexChanged += OnSelectedTextureGroupChanged;
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}
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else if (_textureGroupPicker != null)
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{
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_textureGroupPicker.Visible = false;
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}
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ResizeAuto();
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}
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private void OnSelectedTextureGroupChanged(ComboBox comboBox)
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{
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SetValue(2, _textureGroupPicker.SelectedIndex);
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}
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}
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/// <summary>
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/// The nodes for that group.
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/// </summary>
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@@ -405,6 +470,29 @@ namespace FlaxEditor.Surface.Archetypes
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NodeElementArchetype.Factory.Output(0, "Color", typeof(Float3), 3)
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}
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},
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new NodeArchetype
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{
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TypeID = 17,
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Create = (id, context, arch, groupArch) => new ProceduralSampleNode(id, context, arch, groupArch),
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Title = "Procedural Sample Texture",
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Description = "Samples a texture to create a more natural look with less obvious tiling.",
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(240, 100),
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DefaultValues = new object[]
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{
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new Float2(1.0f, 1.0f),
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2,
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0,
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},
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Elements = new[]
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{
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NodeElementArchetype.Factory.Input(0, "Texture", true, typeof(FlaxEngine.Object), 0),
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NodeElementArchetype.Factory.Input(1, "UV", true, typeof(Float2), 1, 0),
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NodeElementArchetype.Factory.Output(0, "Color", typeof(Float4), 2),
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NodeElementArchetype.Factory.Text(0, Surface.Constants.LayoutOffsetY * 2, "Sampler"),
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NodeElementArchetype.Factory.ComboBox(50, Surface.Constants.LayoutOffsetY * 2, 100, 1, typeof(CommonSamplerType))
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}
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},
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};
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}
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}
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@@ -669,6 +669,148 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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_writer.Write(*triplanarTexture);
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value = result;
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}
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// Procedural Texture Sample
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case 17:
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{
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enum CommonSamplerType
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{
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LinearClamp = 0,
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PointClamp = 1,
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LinearWrap = 2,
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PointWrap = 3,
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TextureGroup = 4,
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};
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const Char* SamplerNames[]
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{
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TEXT("SamplerLinearClamp"),
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TEXT("SamplerLinearWrap"),
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};
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auto textureBox = node->GetBox(0);
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auto uvsBox = node->GetBox(1);
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Value uvs;
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const bool useCustomUVs = uvsBox->HasConnection();
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if (useCustomUVs)
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{
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// Get custom UVs
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uvs = eatBox(uvsBox->GetParent<Node>(), uvsBox->FirstConnection());
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}
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else
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{
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// Use default UVs
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uvs = getUVs;
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}
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if (!textureBox->HasConnection())
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{
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// No texture to sample
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value = Value::Zero;
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break;
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}
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if (!CanUseSample(_treeType))
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{
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// Must sample texture in pixel shader
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value = Value::Zero;
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break;
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}
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const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
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const auto textureParam = findParam(texture.Value);
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const bool isNormalMap = textureParam->Type == MaterialParameterType::NormalMap;
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const Char* samplerName;
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const int32 samplerIndex = node->Values[1].AsInt;
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if (samplerIndex == TextureGroup)
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{
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auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[2].AsInt);
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samplerName = *textureGroupSampler.ShaderName;
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}
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else if (samplerIndex >= 0 && samplerIndex < ARRAY_COUNT(SamplerNames))
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{
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samplerName = SamplerNames[samplerIndex];
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}
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else
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{
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OnError(node, box, TEXT("Invalid texture sampler."));
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return;
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}
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auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
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createGradients(node);
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auto proceduralSample = String::Format(TEXT(
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" {{\n"
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" float W1, W2, W3;\n"
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" float2 vertex1, vertex2, vertex3;\n"
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" float2 uv = {0} * 3.464; // 2 * sqrt (3);\n"
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" float2 UV1, UV2, UV3;\n"
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" const float2x2 gridToSkewedGrid = float2x2( 1.0, 0.0, -0.57735027, 1.15470054 );\n"
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" float2 skewedCoord = mul( gridToSkewedGrid, uv );\n"
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" int2 baseId = int2( floor( skewedCoord ) );\n"
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" float3 temp = float3( frac( skewedCoord ), 0 );\n"
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" temp.z = 1.0 - temp.x - temp.y;\n"
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" if ( temp.z > 0.0 )\n"
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" {{\n"
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" W1 = temp.z;\n"
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" W2 = temp.y;\n"
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" W3 = temp.x;\n"
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" vertex1 = baseId;\n"
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" vertex2 = baseId + int2( 0, 1 );\n"
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" vertex3 = baseId + int2( 1, 0 );\n"
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" }}\n"
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" else\n"
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" {{\n"
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" W1 = -temp.z;\n"
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" W2 = 1.0 - temp.y;\n"
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" W3 = 1.0 - temp.x;\n"
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" vertex1 = baseId + int2( 1, 1 );\n"
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" vertex2 = baseId + int2( 1, 0 );\n"
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" vertex3 = baseId + int2( 0, 1 );\n"
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" }}\n"
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" UV1 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex1 ) ) * 43758.5453 );\n"
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" UV2 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex2 ) ) * 43758.5453 );\n"
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" UV3 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex3 ) ) * 43758.5453 );\n"
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" float4 tex1 = {1}.SampleGrad({4}, UV1, {2}, {3});\n"
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" float4 tex2 = {1}.SampleGrad({4}, UV2, {2}, {3});\n"
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" float4 tex3 = {1}.SampleGrad({4}, UV3, {2}, {3});\n"
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),
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uvs.Value, // {0}
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texture.Value, // {1}
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_ddx.Value, // {2}
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_ddy.Value, // {3}
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samplerName // {4}
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);
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// Decode normal map vector
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if (isNormalMap)
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{
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proceduralSample += String::Format(TEXT(
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" tex1.xy = tex1.xy * 2.0 - 1.0;\n"
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" tex1.z = sqrt(saturate(1.0 - dot(tex1.xy, tex1.xy))); \n"
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" tex2.xy = tex2.xy * 2.0 - 1.0;\n"
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" tex2.z = sqrt(saturate(1.0 - dot(tex2.xy, tex2.xy))); \n"
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" tex3.xy = tex3.xy * 2.0 - 1.0;\n"
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" tex3.z = sqrt(saturate(1.0 - dot(tex3.xy, tex3.xy))); \n"
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));
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}
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proceduralSample += String::Format(TEXT(
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" tex1 *= W1;\n"
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" tex2 *= W2;\n"
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" tex3 *= W3;\n"
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" {0} = tex1 + tex2 + tex3;\n"
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" }}\n"
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),
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result.Value // {0}
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);
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_writer.Write(*proceduralSample);
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value = result;
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break;
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}
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default:
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break;
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}
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