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Use linear equation for LOD calculation,
as proposed by standard-two-simplex in #2203
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@ -1851,9 +1851,9 @@ public:
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" readtex1 = texture2DLodEXT(uTex1, texCoord1, 0.0); \n"
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" \n"
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" mediump float fMaxTile = float(uMaxTile); \n"
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" mediump vec2 dx = abs(dFdx(vLodTexCoord)); \n"
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" dx *= uScreenScale; \n"
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" mediump float lod = max(dx.x, dx.y); \n"
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" mediump vec2 dx = abs(dFdx(vLodTexCoord)) * uScreenScale; \n"
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" mediump vec2 dy = abs(dFdy(vLodTexCoord)) * uScreenScale; \n"
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" mediump float lod = max(dx.x + dx.y, dy.x + dy.y); \n" /*LINEAR*/
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" bool magnify = lod < 1.0; \n"
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" mediump float lod_tile = magnify ? 0.0 : floor(log2(floor(lod))); \n"
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" bool distant = lod > 128.0 || lod_tile >= fMaxTile; \n"
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