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Vulkan Mobile: Fix crash from shader compilation with USE_RADIANCE_CUBEMAP_ARRAY
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@@ -1577,7 +1577,7 @@ void main() {
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float lod;
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half blend = half(modf(roughness_lod, lod));
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hvec3 clearcoat_sample_a = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb);
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hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP)), vec4(ref_vec, lod + 1)).rgb);
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hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb);
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hvec3 clearcoat_light = mix(clearcoat_sample_a, clearcoat_sample_b, blend);
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#else
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