usesCubeRadianceLayout property

bool get usesCubeRadianceLayout

Whether the radiance is stored as a roughness-mip cubemap (sampled with samplerCube) rather than an equirect 2D layout. Detected from the texture, so an environment built either way binds correctly.

Implementation

bool get usesCubeRadianceLayout =>
    _prefilteredRadianceTexture.textureType == gpu.TextureType.textureCube;