2 void Sample2DTexture_float(out float4 Sample,SSamplerTexturePair2D_float UsedSampler,float2 TexCoord){
3 Sample.x=UsedSampler.Texture.Sample(UsedSampler.Sampler,TexCoord);
4 Sample.yzw=float3(0.0f,0.0f,1.0f);
6 void Sample2DTexture_float2(out float4 Sample,SSamplerTexturePair2D_float2 UsedSampler,float2 TexCoord){
7 Sample.xy=UsedSampler.Texture.Sample(UsedSampler.Sampler,TexCoord);
8 Sample.zw=float2(0.0f,1.0f);
10 void Sample2DTexture_float3(out float4 Sample,SSamplerTexturePair2D_float3 UsedSampler,float2 TexCoord){
11 Sample.xyz=UsedSampler.Texture.Sample(UsedSampler.Sampler,TexCoord);
14 void Sample2DTexture_float4(out float4 Sample,SSamplerTexturePair2D UsedSampler,float2 TexCoord){
15 Sample=UsedSampler.Texture.Sample(UsedSampler.Sampler,TexCoord);
44 void ApplyQuadTexCoordOffset(out float2 OutOffsetTexCoord,float2 TexCoord,float4 TextureSize){
46 OutOffsetTexCoord=TexCoord;
48 OutOffsetTexCoord=TexCoord+0.5f*TextureSize.zw;
58 void ComputeTexelIndex(out int2 OutTexelIndex,float2 TexCoord,float4 TextureSize){
59 OutTexelIndex=int2(TexCoord*TextureSize.xy);