vec2 midCoordPos = absMidCoordPos * signMidCoordPos; #include "/lib/util/dFdxdFdy.glsl" vec2 mipx = dcdx / absMidCoordPos * 8.0; vec2 mipy = dcdy / absMidCoordPos * 8.0; float mipDelta = max(dot(mipx, mipx), dot(mipy, mipy)); float miplevel = max(0.5 * log2(mipDelta), 0.0); #if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND vec2 atlasSizeM = atlasSize; #else vec2 atlasSizeM = atlasSize.x + atlasSize.y > 0.5 ? atlasSize : textureSize(tex, 0); #endif