use normal hiz
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@@ -133,6 +133,7 @@ bool isCulledByHiz() {
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float miplevel = log2(max(max(size.x, size.y),1));
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miplevel = floor(miplevel)-1;
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//miplevel = clamp(miplevel, 0, 6);
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miplevel = clamp(miplevel, 0, textureQueryLevels(hizDepthSampler)-1);
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int ml = int(miplevel);
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