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Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
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@@ -874,7 +874,7 @@ void sky() {
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uniforms.push_back(u);
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}
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uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
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uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
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sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
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}
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