 
     vec4 result = mix(color10, color20, t);
 
-#if ! defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
-
-    vec2 uv_11 = getCubeUV(reflectedDirection, r1, level1);
-    vec4 color11 = envMapTexelToLinear(texture2D(envMap, uv_11));
-
-    vec2 uv_21 = getCubeUV(reflectedDirection, r2, level1);
-    vec4 color21 = envMapTexelToLinear(texture2D(envMap, uv_21));
-
-    vec4 c2 = mix(color11, color21, t);
-    result = mix(result, c2, s);
-
-#endif
-
     return vec4(result.rgb, 1.0);
 }
 

#define DISABLE_CUBE_UV_MIPMAP_INTERPOLATION

#ifdef ENVMAP_TYPE_CUBE_UV

const float cubeUV_textureSize = 1024.0;

    float level1 = level0 + 1.0;
    level1 = level1 > 5.0 ? 5.0 : level1;

    // round to nearest mipmap if we are not interpolating.
    level0 += min( floor( s + 0.5 ), 5.0 );

    // Tri linear interpolation.
    vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);
