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Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0.
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@@ -2459,8 +2459,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
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p_internal_width = p_width;
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}
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const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias;
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material_storage->sampler_rd_configure_custom(texture_mipmap_bias);
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material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
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update_uniform_sets();
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RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
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