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// .zw is texture width,height so *2 is down one mip, *4 is down two mips |
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texelSize.zw *= 4.0; |
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float mipLevel = ComputeTextureLOD(uv, texelSize); |
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float mipLevel = ComputeTextureLOD(uv, texelSize.wz); |
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mipLevel = clamp(mipLevel, 0.0, 5.0 - 0.0001); |
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float4 colors[6] = { |
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