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Latest mipmap Activity
![Texture bleed when using tiling + mipmaps](https://uploads.gamedev.net/forums/monthly_2022_09/0306b39d74504fb88518603790717028.mipmap.png)
@JoeJ Thanks, that sent me on quite a long derivative trip but finally I fond the solution. In terms of the approach mentioned in the kronos forum link, it looks like this:
uv = beg + size * fract(uv * tile);
vec2 smooth_uv = size * tile * vuv;
vec4 duv = vec4(dFdx(smooth_uv), dFdy(smooth_uv));
ve…
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