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Add comment briefly explaining optimization
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@ -263,6 +263,7 @@ vec4 textureR3D(usampler2D texSampler, ivec2 wrapMode, ivec2 texSize, ivec2 texP
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}
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else
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{
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// if fLevel is 0, no need to mix with next mipmap level; slight performance boost
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return texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord);
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}
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}
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