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Fix a bug of patch level computation for non-quad faces.
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@ -175,7 +175,7 @@ uniform isamplerBuffer g_ptexIndicesBuffer;
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ivec2 ptexIndex = texelFetch(g_ptexIndicesBuffer, \
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gl_PrimitiveID + LevelBase).xy; \
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int faceID = ptexIndex.x; \
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int lv = 1 << (ptexIndex.y & 0xf); \
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int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1)); \
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int u = (ptexIndex.y >> 17) & 0x3ff; \
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int v = (ptexIndex.y >> 7) & 0x3ff; \
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int rotation = (ptexIndex.y >> 5) & 0x3; \
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