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@@ -22,7 +22,7 @@ StructuredBuffer<Cluster> g_clusters : register(t2);
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ConstantBuffer<GlobalRendererConstants> g_globalConstants : register(b0);
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-SamplerState g_linearClampAnySampler : register(s0);
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+SamplerState g_linearAnyClampSampler : register(s0);
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[NumThreads(8, 8, 1)] void main(UVec2 svDispatchThreadId : SV_DispatchThreadID)
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{
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@@ -86,7 +86,7 @@ SamplerState g_linearClampAnySampler : register(s0);
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// Do diffuse
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if(decal.m_diffuseTexture != kMaxU32)
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{
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- const HVec4 col = getBindlessTexture2DVec4(decal.m_diffuseTexture).SampleLevel(g_linearClampAnySampler, uv, 0.0);
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+ const HVec4 col = getBindlessTexture2DVec4(decal.m_diffuseTexture).SampleLevel(g_linearAnyClampSampler, uv, 0.0);
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factor *= col.a;
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diffuse = lerp(diffuse, col.rgb, factor * decal.m_diffuseBlendFactor);
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@@ -95,7 +95,7 @@ SamplerState g_linearClampAnySampler : register(s0);
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// Do metal roughness
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if(decal.m_roughnessMetalnessTexture != kMaxU32)
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{
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- const HVec3 col = getBindlessTexture2DVec4(decal.m_roughnessMetalnessTexture).SampleLevel(g_linearClampAnySampler, uv, 0.0).gba;
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+ const HVec3 col = getBindlessTexture2DVec4(decal.m_roughnessMetalnessTexture).SampleLevel(g_linearAnyClampSampler, uv, 0.0).gba;
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if(decal.m_diffuseTexture == kMaxU32)
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{
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