     float level1 = level0 + 1.0;
     level1 = level1 > 5.0 ? 5.0 : level1;
 
-#if defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
     // round to nearest mipmap if we are not interpolating.
     level0 += min( floor( s + 0.5 ), 5.0 );
-#endif
 
     // Tri linear interpolation.
     vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);

#define DISABLE_CUBE_UV_MIPMAP_INTERPOLATION

#ifdef ENVMAP_TYPE_CUBE_UV

const float cubeUV_textureSize = 1024.0;


    vec4 result = mix(color10, color20, t);

    return vec4(result.rgb, 1.0);
}

