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@@ -108,6 +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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level1 = level1 > 5.0 ? 5.0 : level1;
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#if defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
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#if defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
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+ // round to nearest mipmap if we are not interpolating.
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level0 += min( floor( s + 0.5 ), 5.0 );
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level0 += min( floor( s + 0.5 ), 5.0 );
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#endif
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#endif
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@@ -118,7 +119,7 @@ vec4 textureCubeUV(vec3 reflectedDirection, float roughness, float textureSize)
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vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0, textureSize);
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vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0, textureSize);
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vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));
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vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));
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- vec4 result = mix(color10 , color20, t);
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+ vec4 result = mix(color10, color20, t);
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#if ! defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
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#if ! defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
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@@ -128,16 +129,12 @@ vec4 textureCubeUV(vec3 reflectedDirection, float roughness, float textureSize)
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vec2 uv_21 = getCubeUV(reflectedDirection, r2, level1, textureSize);
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vec2 uv_21 = getCubeUV(reflectedDirection, r2, level1, textureSize);
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vec4 color21 = envMapTexelToLinear(texture2D(envMap, uv_21));
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vec4 color21 = envMapTexelToLinear(texture2D(envMap, uv_21));
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- vec4 c2 = mix(color11 , color21, t);
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- result = mix(result , c2, s);
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+ vec4 c2 = mix(color11, color21, t);
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+ result = mix(result, c2, s);
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#endif
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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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}
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#endif
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#endif
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