ComputeMaskWeights(blendMasks, outWeights);
}
#include "LayeredLitDataDisplacement.hlsl"
#include "../LayeredLit/LayeredLitDataDisplacement.hlsl"
#include "../Lit/LitBuiltinData.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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