From b06890c2b7f142de81a0d6f3623a7538bfc36fd0 Mon Sep 17 00:00:00 2001
From: Hugo Locurcio <hugo.locurcio@hugo.pro>
Date: Wed, 10 Aug 2022 17:16:02 +0200
Subject: 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.
---
 servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 3 +--
 1 file changed, 1 insertion(+), 2 deletions(-)

(limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')

diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 13f8d1ab75..6c219933b0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2459,8 +2459,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
 		p_internal_width = p_width;
 	}
 
-	const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias;
-	material_storage->sampler_rd_configure_custom(texture_mipmap_bias);
+	material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
 	update_uniform_sets();
 
 	RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
-- 
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