* Use textureGrad * add note
@@ -237,7 +237,7 @@ const bilinearCubeUV = tslFn( ( [ envMap, direction_immutable, mipInt_immutable,
uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
- return envMap.uv( uv );
+ return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
} );