merge conflicts

This commit is contained in:
Ian Curtis 2024-06-13 13:40:30 +01:00
commit 4d1484c0c9

View file

@ -218,15 +218,23 @@ vec4 textureR3D(usampler2D texSampler, ivec2 wrapMode, ivec2 texSize, ivec2 texP
int iLevel = int(fLevel);
ivec2 texPos0 = GetTexturePosition(iLevel,texPos);
ivec2 texPos1 = GetTexturePosition(iLevel+1,texPos);
ivec2 texSize0 = GetTextureSize(iLevel, texSize);
ivec2 texSize1 = GetTextureSize(iLevel+1, texSize);
vec4 texLevel0 = texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord, iLevel);
vec4 texLevel1 = texBiLinear(texSampler, wrapMode, vec2(texSize1), texPos1, texCoord, iLevel+1);
if (fLevel > 0)
{
ivec2 texPos1 = GetTexturePosition(iLevel+1,texPos);
ivec2 texSize1 = GetTextureSize(iLevel+1, texSize);
return mix(texLevel0, texLevel1, fract(fLevel)); // linear blend between our mipmap levels
vec4 texLevel0 = texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord, iLevel);
vec4 texLevel1 = texBiLinear(texSampler, wrapMode, vec2(texSize1), texPos1, texCoord, iLevel+1);
return mix(texLevel0, texLevel1, fract(fLevel)); // linear blend between our mipmap levels
}
else
{
// if fLevel is 0, no need to mix with next mipmap level; slight performance boost
return texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord);
}
}
vec4 GetTextureValue()