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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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@ -76,13 +76,15 @@ union BlendingState
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union SamplerState
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{
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enum class Filter : u32
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using StorageType = u64;
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enum class Filter : StorageType
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{
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Point,
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Linear
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};
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enum class AddressMode : u32
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enum class AddressMode : StorageType
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{
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Clamp,
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Repeat,
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@ -101,12 +103,12 @@ union SamplerState
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BitField<2, 1, Filter> mipmap_filter;
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BitField<3, 2, AddressMode> wrap_u;
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BitField<5, 2, AddressMode> wrap_v;
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BitField<7, 8, u32> min_lod; // multiplied by 16
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BitField<15, 8, u32> max_lod; // multiplied by 16
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BitField<23, 8, s32> lod_bias; // multiplied by 32
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BitField<31, 1, u32> anisotropic_filtering;
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BitField<7, 16, s64> lod_bias; // multiplied by 256
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BitField<23, 8, u64> min_lod; // multiplied by 16
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BitField<31, 8, u64> max_lod; // multiplied by 16
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BitField<39, 1, u64> anisotropic_filtering;
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u32 hex;
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StorageType hex;
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};
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namespace RenderState
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