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UShaderLab/Shaders/Private/UEFunctions/Sampling.ush
2026-07-04 00:29:46 +08:00

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// Copyright UShaderLab. All Rights Reserved.
//
// IDE-only stubs for Unreal's material texture sampling helpers from Common.ush.
// The real material template already provides these functions; this file only lets
// standalone HLSL tooling resolve calls inside .usl authoring files.
#pragma once
#ifdef SHADERLAB_IDE
struct FloatDeriv2
{
float2 Value;
float2 Ddx;
float2 Ddy;
};
float4 Texture2DSample(Texture2D Tex, SamplerState Sampler, float2 UV) { return (float4)0; }
float4 Texture2DSample(Texture2D Tex, SamplerState Sampler, FloatDeriv2 UV) { return (float4)0; }
float Texture2DSample_A8(Texture2D Tex, SamplerState Sampler, float2 UV) { return 0; }
float4 Texture2DSampleLevel(Texture2D Tex, SamplerState Sampler, float2 UV, float Mip) { return (float4)0; }
float4 Texture2DSampleBias(Texture2D Tex, SamplerState Sampler, float2 UV, float MipBias) { return (float4)0; }
float4 Texture2DSampleGrad(Texture2D Tex, SamplerState Sampler, float2 UV, float2 DDX, float2 DDY) { return (float4)0; }
float4 Texture3DSample(Texture3D Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture3DSampleLevel(Texture3D Tex, SamplerState Sampler, float3 UV, float Mip) { return (float4)0; }
float4 Texture3DSampleBias(Texture3D Tex, SamplerState Sampler, float3 UV, float MipBias) { return (float4)0; }
float4 Texture3DSampleGrad(Texture3D Tex, SamplerState Sampler, float3 UV, float3 DDX, float3 DDY) { return (float4)0; }
float4 TextureCubeSample(TextureCube Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 TextureCubeSampleLevel(TextureCube Tex, SamplerState Sampler, float3 UV, float Mip) { return (float4)0; }
float TextureCubeSampleDepthLevel(TextureCube TexDepth, SamplerState Sampler, float3 UV, float Mip) { return 0; }
float4 TextureCubeSampleBias(TextureCube Tex, SamplerState Sampler, float3 UV, float MipBias) { return (float4)0; }
float4 TextureCubeSampleGrad(TextureCube Tex, SamplerState Sampler, float3 UV, float3 DDX, float3 DDY) { return (float4)0; }
float4 Texture2DArraySample(Texture2DArray Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture2DArraySampleLevel(Texture2DArray Tex, SamplerState Sampler, float3 UV, float Mip) { return (float4)0; }
float4 Texture2DArraySampleBias(Texture2DArray Tex, SamplerState Sampler, float3 UV, float MipBias) { return (float4)0; }
float4 Texture2DArraySampleGrad(Texture2DArray Tex, SamplerState Sampler, float3 UV, float2 DDX, float2 DDY) { return (float4)0; }
float4 Texture2DGatherRed(Texture2D Tex, SamplerState Sampler, float2 UV) { return (float4)0; }
float4 Texture2DGatherGreen(Texture2D Tex, SamplerState Sampler, float2 UV) { return (float4)0; }
float4 Texture2DGatherBlue(Texture2D Tex, SamplerState Sampler, float2 UV) { return (float4)0; }
float4 Texture2DGatherAlpha(Texture2D Tex, SamplerState Sampler, float2 UV) { return (float4)0; }
float4 TextureCubeGatherRed(TextureCube Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 TextureCubeGatherGreen(TextureCube Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 TextureCubeGatherBlue(TextureCube Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 TextureCubeGatherAlpha(TextureCube Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture2DArrayGatherRed(Texture2DArray Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture2DArrayGatherGreen(Texture2DArray Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture2DArrayGatherBlue(Texture2DArray Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture2DArrayGatherAlpha(Texture2DArray Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture2DSample_Decal(Texture2D Tex, SamplerState Sampler, float2 UV) { return (float4)0; }
float4 Texture3DSample_Decal(Texture3D Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 Texture2DArraySample_Decal(Texture2DArray Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 TextureCubeSample_Decal(TextureCube Tex, SamplerState Sampler, float3 UV) { return (float4)0; }
float4 TextureCubeArraySample(TextureCubeArray Tex, SamplerState Sampler, float4 UV) { return (float4)0; }
float4 TextureCubeArraySampleLevel(TextureCubeArray Tex, SamplerState Sampler, float4 UV, float Mip) { return (float4)0; }
float4 TextureCubeArraySampleBias(TextureCubeArray Tex, SamplerState Sampler, float4 UV, float MipBias) { return (float4)0; }
float4 TextureCubeArraySampleGrad(TextureCubeArray Tex, SamplerState Sampler, float4 UV, float3 DDX, float3 DDY) { return (float4)0; }
float4 TextureCubeArraySampleLevel(TextureCubeArray Tex, SamplerState Sampler, float3 UV, float ArrayIndex, float Mip) { return (float4)0; }
float4 TextureCubeArrayGatherRed(TextureCubeArray Tex, SamplerState Sampler, float4 UV) { return (float4)0; }
float4 TextureCubeArrayGatherGreen(TextureCubeArray Tex, SamplerState Sampler, float4 UV) { return (float4)0; }
float4 TextureCubeArrayGatherBlue(TextureCubeArray Tex, SamplerState Sampler, float4 UV) { return (float4)0; }
float4 TextureCubeArrayGatherAlpha(TextureCubeArray Tex, SamplerState Sampler, float4 UV) { return (float4)0; }
#endif // SHADERLAB_IDE