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Hlsl shader, texture is sampled in custom functions, breakpoint values are correct, display is black? #340

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@TCongX

float3 spherical_texturing(in float3 normal, Texture2D Tex,SamplerState samp, in float delta)
{
float u = atan2(normal.z, normal.x) / PI * 2.0 + delta;
float v = asin(normal.y) / PI * 2.0;

float3 Color = Tex.Sample(samp, float2(u, v)).xyz;
return Color;

}

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