EEVEE: LookDev blurred background
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@@ -1,3 +1,4 @@
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#define M_PI 3.14159265358979323846
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uniform float backgroundAlpha;
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@@ -35,8 +36,9 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
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float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
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/* Fix pole bleeding */
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float half_width = 0.5 / float(textureSize(ima, 0).x);
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v = clamp(v, half_width, 1.0 - half_width);
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float width = float(textureSize(ima, 0).x);
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float texel_width = 1.0 / width;
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v = clamp(v, texel_width, 1.0 - texel_width);
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/* Fix u = 0 seam */
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/* This is caused by texture filtering, since uv don't have smooth derivatives
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