     return base + s * ( scale - 2.0 * texelOffset );
 }
 
-const float cubeUV_maxLods3 = log2(float(CUBE_UV_TEXTURE_SIZE)*0.25) - 3.0;
+const float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;
 
 vec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {
     float roughnessVal = roughness* cubeUV_maxLods3;

    return vec2(floor(mipLevel), fract(mipLevel));
}

const float cubeUV_maxLods2 = log2(float(CUBE_UV_TEXTURE_SIZE)*0.25) - 2.0;
const float cubeUV_rcpTextureSize = 1.0 / float(CUBE_UV_TEXTURE_SIZE);

vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
    mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;

    }
    return face;
}
const float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;
const float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);

vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
