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The issue is on Chrome and Firefox on Intel Mac, when sampling between 2 mip levels using `textureSampleLevel` in a compute shader, the weights used for mixing are very unexpected. The same issue doesn't happen in Safari TP so there is probably a fix. For now though, the same issue doesn't happen when using a fragment shader. So, switched to using a fragment shader to look up these weights. This is more appropriate for the current tests because the tests are running in fragment shaders. Will add an issue to test all stages.
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