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@@ -108,7 +108,7 @@ vec4 textureCubeUV(vec3 reflectedDirection, float roughness, float textureSize)
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level1 = level1 > 5.0 ? 5.0 : level1;
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#if defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
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- level0 += min( floor( s + 1.0 ), 5.0 );
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+ level0 += min( floor( s + 0.5 ), 5.0 );
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#endif
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// Tri linear interpolation.
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@@ -130,14 +130,14 @@ vec4 textureCubeUV(vec3 reflectedDirection, float roughness, float textureSize)
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vec4 c2 = mix(color11 , color21, t);
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result = mix(result , c2, s);
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-
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+
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#endif
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/*
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vec4 c1 = mix(color10 , color11, s);
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vec4 c2 = mix(color20 , color21, s);
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vec4 c3 = mix(c1 , c2, t);*/
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- return vec4(result.rgb, 1.0);
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+ return vec4( result.rgb, 1.0);
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}
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#endif
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