/**
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* Samples the 4 neighboring pixels and return the weighted average.
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*
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* @private
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*/
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vec3 czm_sampleOctahedralProjectionWithFiltering(sampler2D projectedMap, vec2 textureSize, vec3 direction, float lod)
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{
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direction /= dot(vec3(1.0), abs(direction));
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vec2 rev = abs(direction.zx) - vec2(1.0);
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vec2 neg = vec2(direction.x < 0.0 ? rev.x : -rev.x,
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direction.z < 0.0 ? rev.y : -rev.y);
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vec2 uv = direction.y < 0.0 ? neg : direction.xz;
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vec2 coord = 0.5 * uv + vec2(0.5);
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vec2 pixel = 1.0 / textureSize;
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if (lod > 0.0)
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{
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// Each subseqeuent mip level is half the size
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float scale = 1.0 / pow(2.0, lod);
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float offset = ((textureSize.y + 1.0) / textureSize.x);
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coord.x *= offset;
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coord *= scale;
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coord.x += offset + pixel.x;
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coord.y += (1.0 - (1.0 / pow(2.0, lod - 1.0))) + pixel.y * (lod - 1.0) * 2.0;
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}
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else
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{
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coord.x *= (textureSize.y / textureSize.x);
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}
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// Do bilinear filtering
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#ifndef OES_texture_float_linear
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vec3 color1 = texture2D(projectedMap, coord + vec2(0.0, pixel.y)).rgb;
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vec3 color2 = texture2D(projectedMap, coord + vec2(pixel.x, 0.0)).rgb;
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vec3 color3 = texture2D(projectedMap, coord + pixel).rgb;
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vec3 color4 = texture2D(projectedMap, coord).rgb;
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vec2 texturePosition = coord * textureSize;
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float fu = fract(texturePosition.x);
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float fv = fract(texturePosition.y);
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vec3 average1 = mix(color4, color2, fu);
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vec3 average2 = mix(color1, color3, fu);
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vec3 color = mix(average1, average2, fv);
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#else
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vec3 color = texture2D(projectedMap, coord).rgb;
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#endif
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return color;
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}
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/**
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* Samples from a cube map that has been projected using an octahedral projection from the given direction.
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*
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* @name czm_sampleOctahedralProjection
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* @glslFunction
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*
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* @param {sampler2D} projectedMap The texture with the octahedral projected cube map.
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* @param {vec2} textureSize The width and height dimensions in pixels of the projected map.
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* @param {vec3} direction The normalized direction used to sample the cube map.
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* @param {float} lod The level of detail to sample.
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* @param {float} maxLod The maximum level of detail.
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* @returns {vec3} The color of the cube map at the direction.
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*/
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vec3 czm_sampleOctahedralProjection(sampler2D projectedMap, vec2 textureSize, vec3 direction, float lod, float maxLod) {
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float currentLod = floor(lod + 0.5);
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float nextLod = min(currentLod + 1.0, maxLod);
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vec3 colorCurrentLod = czm_sampleOctahedralProjectionWithFiltering(projectedMap, textureSize, direction, currentLod);
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vec3 colorNextLod = czm_sampleOctahedralProjectionWithFiltering(projectedMap, textureSize, direction, nextLod);
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return mix(colorNextLod, colorCurrentLod, nextLod - lod);
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}
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