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@@ -812,7 +812,7 @@ vec4 fog_process(vec3 vertex) {
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// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
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float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
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- sky_fog_color = textureCubeLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
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+ sky_fog_color = textureLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb;
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fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
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}
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@@ -1031,7 +1031,7 @@ void main() {
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#endif
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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ref_vec = scene_data.radiance_inverse_xform * ref_vec;
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- specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
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+ specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb;
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specular_light = srgb_to_linear(specular_light);
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specular_light *= horizon * horizon;
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specular_light *= scene_data.ambient_light_color_energy.a;
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@@ -1052,7 +1052,7 @@ void main() {
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#ifdef USE_RADIANCE_MAP
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if (scene_data.use_ambient_cubemap) {
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vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
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- vec3 cubemap_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
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+ vec3 cubemap_ambient = textureLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb;
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cubemap_ambient = srgb_to_linear(cubemap_ambient);
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ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
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}
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