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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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@ -40,7 +40,7 @@ private:
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std::unordered_map<u32, ID3D11DepthStencilState*> m_depth;
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std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
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std::unordered_map<u32, ID3D11BlendState*> m_blend;
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std::unordered_map<u32, ID3D11SamplerState*> m_sampler;
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std::unordered_map<SamplerState::StorageType, ID3D11SamplerState*> m_sampler;
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};
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namespace D3D
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