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	Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
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					 13 changed files with 241 additions and 299 deletions
				
			
		|  | @ -1045,7 +1045,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo | |||
| 		uniforms.push_back(u); | ||||
| 	} | ||||
| 
 | ||||
| 	uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); | ||||
| 	uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); | ||||
| 
 | ||||
| 	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET); | ||||
| 	if (p_backbuffer) { | ||||
|  |  | |||
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