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Thank you finding out this so quickly. I've broken it a couple of days ago while trying to support some more complex shading networks. I'll write back here with some more info later.
Not exactly, but pretty close I had a scene from another user for the same issue, with a shading network that connects the input attributes of a place2dtexture node to a shading switch (which then has its output to another place2dtexture). The sampler info broke because I tried to make that shading network work. Still, my mistake.
By the way, the latest build works with all the samplerInfo attributes, I've added support for the uvCoord, uTangent, vTangent, pixelCenter and rayDirection. You can test them out if you find them useful for writing shaders.
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