Fix generation of irradiance map
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@@ -309,7 +309,7 @@ void main() {
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}
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st /= vec2(M_PI * 2.0, M_PI);
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irradiance += texture(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta);
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irradiance += textureLod(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta);
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num_samples++;
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}
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}
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