https://bugs.freedesktop.org/show_bug.cgi?id=109394

--- Comment #6 from Rhys Perry <pendingchaos02+fdobugzi...@gmail.com> ---
I think this is a game bug: it's using implicit derivatives when sampling
textures in non-uniform control flow. In the GLSL and SPIR-V spec, the results
are undefined. I think it's the same with HLSL.

Since the control flow is non-uniform and (IIRC) LLVM seems to move the
operations creating the texture coordinates into it, I think it's causing
discontinuities and messing up the LOD calculation.

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