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Minor shader optimization
If the mipmap level is 0.0, we only need to run texBiLinear() for the highest quality texture mipmap Adds around 10-20% more performance in Daytona 2
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@ -249,15 +249,22 @@ vec4 textureR3D(usampler2D texSampler, ivec2 wrapMode, ivec2 texSize, ivec2 texP
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int iLevel = int(fLevel);
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int iLevel = int(fLevel);
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ivec2 texPos0 = GetTexturePosition(iLevel,texPos);
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ivec2 texPos0 = GetTexturePosition(iLevel,texPos);
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ivec2 texPos1 = GetTexturePosition(iLevel+1,texPos);
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ivec2 texSize0 = GetTextureSize(iLevel, texSize);
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ivec2 texSize0 = GetTextureSize(iLevel, texSize);
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if (fLevel > 0)
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{
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ivec2 texPos1 = GetTexturePosition(iLevel+1,texPos);
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ivec2 texSize1 = GetTextureSize(iLevel+1, texSize);
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ivec2 texSize1 = GetTextureSize(iLevel+1, texSize);
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vec4 texLevel0 = texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord);
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vec4 texLevel0 = texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord);
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vec4 texLevel1 = texBiLinear(texSampler, wrapMode, vec2(texSize1), texPos1, texCoord);
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vec4 texLevel1 = texBiLinear(texSampler, wrapMode, vec2(texSize1), texPos1, texCoord);
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return mix(texLevel0, texLevel1, fract(fLevel)); // linear blend between our mipmap levels
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return mix(texLevel0, texLevel1, fract(fLevel)); // linear blend between our mipmap levels
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}
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else
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{
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return texBiLinear(texSampler, wrapMode, vec2(texSize0), texPos0, texCoord);
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}
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}
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}
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vec4 GetTextureValue()
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vec4 GetTextureValue()
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