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irradiance: use textureSampleLevel for WebGPU support #11893

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Feb 16, 2024
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6 changes: 3 additions & 3 deletions crates/bevy_pbr/src/light_probe/irradiance_volume.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -42,9 +42,9 @@ fn irradiance_volume_light(world_position: vec3<f32>, N: vec3<f32>) -> vec3<f32>
let uvw_y = uvw + vec3(0.0f, neg_offset.y, 1.0f / 3.0f);
let uvw_z = uvw + vec3(0.0f, neg_offset.z, 2.0f / 3.0f);

let rgb_x = textureSample(irradiance_volume_texture, irradiance_volume_sampler, uvw_x).rgb;
let rgb_y = textureSample(irradiance_volume_texture, irradiance_volume_sampler, uvw_y).rgb;
let rgb_z = textureSample(irradiance_volume_texture, irradiance_volume_sampler, uvw_z).rgb;
let rgb_x = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_x, 0.0).rgb;
let rgb_y = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_y, 0.0).rgb;
let rgb_z = textureSampleLevel(irradiance_volume_texture, irradiance_volume_sampler, uvw_z, 0.0).rgb;

// Use Valve's formula to sample.
let NN = N * N;
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