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try to make mipmap level look the same across window resolutions and TAAU scaling
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@@ -277,8 +277,12 @@ float EndPortalEffect(
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}
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float bias(){
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// return (Texture_MipMap_Bias + (blueNoise()-0.5)*0.5) - (1.0-RENDER_SCALE.x) * 2.0;
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return Texture_MipMap_Bias - (1.0-RENDER_SCALE.x) * 2.0;
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// bias mipmapping as window resolution and / or render scale changes.
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#if TAA_MODE == 3
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return (1.0 - texelSize.x * 2560.0) + (0.0 - (1.0-RENDER_SCALE.x) * 2.0);
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#else
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return 1.0 - texelSize.x * 2560.0;
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#endif
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}
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vec4 texture2D_POMSwitch(
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sampler2D sampler,
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