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Builtin Library

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README.md

texturing

Texture-sampling helpers a surface shader reaches for beyond a plain textureSample: stochastic tiling, which hides the repetition grid of a tiled texture, and reoriented normal blending, which is how two tangent-space normal maps combine into one.

Pure math and texture reads — no bindings, no uniforms. The shader passes in the texture, the sampler and the UV it already computed.

#include "@builtin::shaderModules.texturing"