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Fix cubemap downsampler logic
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@@ -33,7 +33,7 @@ layout(location = 0) out vec2 uv_interp;
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void main() {
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vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
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gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
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uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
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uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0 * float(params.face_size); // saturate(x) * 2.0
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}
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/* clang-format off */
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