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- float4 detailCol@n = textureMaps[@value(detail_map@n_idx)].Sample(
- samplerState@value(detail_map@n_idx),
- float3( UV_DETAIL@n( inPs.uv@value(uv_detail@n).xy@insertpiece( offsetDetail@n ) ),
- detailMapIdx@n ) ) @property( detail_uv_mix )* 0.5@end ;
- @property( detail_uv_mix )
- detailCol@n += textureMaps[@value( detail_map@n_idx )].Sample( samplerState@value( detail_map@n_idx ), float3( UV_DETAIL@n( inPs.uv@value( uv_detail@n ).xy * material.detailOffsetScale[@n].zw * material.detailUvMixData.@insertpiece( detail_swizzle@n ) + material.detailOffsetScale[@n].xy ), detailMapIdx@n ) ) * 0.5;
- @end
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