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RWTexture2DArray<uint4> _Target; |
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int _MipIndex; |
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SamplerState s_point_clamp; |
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SAMPLER(s_point_clamp); |
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static const uint2 kOffsets[] = |
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{ |
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{ |
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nvc = CubemapTexelToNVC(topLeftSourceID + kOffsets[i], size); |
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dir = CubemapTexelToDirection(nvc, faceId); |
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texels[i] = _Source.SampleLevel(s_point_clamp, dir, _MipIndex).rgb; |
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texels[i] = SAMPLE_TEXTURECUBE_LOD(_Source, s_point_clamp, dir, _MipIndex).rgb; |
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} |
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uint4 block = uint4(0, 0, 0, 0); |
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