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Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
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@ -299,7 +299,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
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sampdc.AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())];
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sampdc.MaxLOD = state.max_lod / 16.f;
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sampdc.MinLOD = state.min_lod / 16.f;
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sampdc.MipLODBias = (s32)state.lod_bias / 32.0f;
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sampdc.MipLODBias = (s32)state.lod_bias / 256.f;
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if (state.anisotropic_filtering)
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{
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