Shaders: Use GL_X_MIPMAP_X with mipmap_input.
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@ -824,6 +824,14 @@ void GLSLShader::render(GLuint &orig,
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filter = GL_NEAREST;
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}
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if (pass[i].mipmap_input)
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{
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if (filter == GL_LINEAR)
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filter = GL_LINEAR_MIPMAP_LINEAR;
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else
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filter = GL_NEAREST_MIPMAP_NEAREST;
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}
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glBindTexture(GL_TEXTURE_2D, pass[i - 1].texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) pass[i - 1].width);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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