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Mobile: Fix clearcoat shader compilation error
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@@ -1664,8 +1664,8 @@ void main() {
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float ref_lod = vec3_to_oct_lod(dFdx(ref_vec), dFdy(ref_vec), scene_data_block.data.radiance_pixel_size);
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float ref_lod = vec3_to_oct_lod(dFdx(ref_vec), dFdy(ref_vec), scene_data_block.data.radiance_pixel_size);
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vec2 ref_uv = vec3_to_oct_with_border(ref_vec, vec2(scene_data_block.data.radiance_border_size, 1.0 - scene_data_block.data.radiance_border_size * 2.0));
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vec2 ref_uv = vec3_to_oct_with_border(ref_vec, vec2(scene_data_block.data.radiance_border_size, 1.0 - scene_data_block.data.radiance_border_size * 2.0));
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hvec3 clearcoat_sample_a = hvec3(textureLod(sampler2DArray(radiance_octmap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_uv, lod), ref_lod).rgb);
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hvec3 clearcoat_sample_a = hvec3(textureLod(sampler2DArray(radiance_octmap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec3(ref_uv, lod), ref_lod).rgb);
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hvec3 clearcoat_sample_b = hvec3(textureLod(sampler2DArray(radiance_octmap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_uv, lod + 1), ref_lod).rgb);
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hvec3 clearcoat_sample_b = hvec3(textureLod(sampler2DArray(radiance_octmap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec3(ref_uv, lod + 1), ref_lod).rgb);
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hvec3 clearcoat_light = mix(clearcoat_sample_a, clearcoat_sample_b, blend);
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hvec3 clearcoat_light = mix(clearcoat_sample_a, clearcoat_sample_b, blend);
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#else
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#else
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vec2 ref_uv = vec3_to_oct_with_border(ref_vec, vec2(scene_data_block.data.radiance_border_size, 1.0 - scene_data_block.data.radiance_border_size * 2.0));
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vec2 ref_uv = vec3_to_oct_with_border(ref_vec, vec2(scene_data_block.data.radiance_border_size, 1.0 - scene_data_block.data.radiance_border_size * 2.0));
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