#if ! defined INCLUDE_COLORED_LIGHTS_MIP_GLSL_8A9B
#define INCLUDE_COLORED_LIGHTS_MIP_GLSL_8A9B

#if ! defined INCLUDE_UNIFORM_sampler2D_colortex4
#define INCLUDE_UNIFORM_sampler2D_colortex4
uniform sampler2D colortex4; 
#endif

vec3 sampleColorMipmap(sampler2D tex, vec2 uv, float lod) {
    // Simple wrapper using built-in texture level-of-detail sampling when available.
    #ifdef GL_EXT_texture_lod
        return texture2DLodEXT(tex, uv, lod).rgb;
    #else
        return texture2D(tex, uv).rgb;
    #endif
}

#endif
