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Adjust mip bias.
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@ -192,7 +192,7 @@ namespace RT64 {
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samplerDesc.addressW = RenderTextureAddressMode::CLAMP;
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samplerDesc.addressW = RenderTextureAddressMode::CLAMP;
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// This matches the bias used in the shader when native samplers are not used.
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// This matches the bias used in the shader when native samplers are not used.
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samplerDesc.mipLODBias = -0.5f;
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samplerDesc.mipLODBias = -0.25f;
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// WRAP.
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// WRAP.
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samplerDesc.addressU = RenderTextureAddressMode::WRAP;
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samplerDesc.addressU = RenderTextureAddressMode::WRAP;
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@ -215,7 +215,7 @@ float4 sampleTexture(OtherMode otherMode, RenderFlags renderFlags, float2 inputU
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float2 ddxUVxScaled = ddxUVx * gpuTile.tcScale;
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float2 ddxUVxScaled = ddxUVx * gpuTile.tcScale;
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float2 ddxUVyScaled = ddyUVy * gpuTile.tcScale;
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float2 ddxUVyScaled = ddyUVy * gpuTile.tcScale;
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float ddMax = max(dot(ddxUVxScaled, ddxUVxScaled), dot(ddxUVyScaled, ddxUVyScaled));
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float ddMax = max(dot(ddxUVxScaled, ddxUVxScaled), dot(ddxUVyScaled, ddxUVyScaled));
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float mipBias = -0.5f;
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float mipBias = -0.25f;
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mip = 0.5 * log2(ddMax) + mipBias;
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mip = 0.5 * log2(ddMax) + mipBias;
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float maxMip = float(textureLevels - 1);
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float maxMip = float(textureLevels - 1);
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RDPMipLevels[0] = min(floor(mip), maxMip);
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RDPMipLevels[0] = min(floor(mip), maxMip);
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