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@@ -91,8 +91,9 @@
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const Vec2 maxUv = saturate(ndcToUv(maxNdc));
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const Vec2 sizeXY = (maxUv - minUv) * texSize;
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F32 mip = ceil(log2(max(sizeXY.x, sizeXY.y)));
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- mip = clamp(mip, 0.0, mipCount - 1.0);
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+#if 0
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+ mip = clamp(mip, 0.0, mipCount - 1.0);
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const F32 levelLower = max(mip - 1.0, 0.0);
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const Vec2 scale = exp2(-levelLower);
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const Vec2 a = floor(minUv * scale);
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@@ -103,6 +104,7 @@
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{
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mip = levelLower;
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}
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+#endif
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// Sample mip
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Vec4 depths;
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