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2026-05-07 21:38:27 +03:00

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486 B
GLSL

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