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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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@ -180,8 +180,8 @@ void SamplerState::Generate(const BPMemory& bp, u32 index)
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// If mipmaps are disabled, clamp min/max lod
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max_lod = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm1.max_lod : 0;
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min_lod = std::min(max_lod.Value(), tm1.min_lod);
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lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias : 0;
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min_lod = std::min(max_lod.Value(), static_cast<u64>(tm1.min_lod));
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lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias * (256 / 32) : 0;
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// Address modes
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static constexpr std::array<AddressMode, 4> address_modes = {
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