diff --git a/core/src/main/resources/shaders/fade/vanillaFade.frag b/core/src/main/resources/shaders/fade/vanillaFade.frag index e9aad7845..da2064fa0 100644 --- a/core/src/main/resources/shaders/fade/vanillaFade.frag +++ b/core/src/main/resources/shaders/fade/vanillaFade.frag @@ -51,8 +51,8 @@ void main() } - // the DH texture will have white if nothing was written to that pixel. - // TODO replace with a depth texture check, this feels janky + // ignore anything that DH hasn't drawn to + // We don't use DH's depth here because it would prevent the fade from running before DH has loaded if (dhColor == vec4(1)) { // if not done vanilla clouds will render incorrectly at night @@ -81,7 +81,7 @@ void main() // as the depth increases from the camera float fadeStep = smoothstep(uStartFadeBlockDistance, uEndFadeBlockDistance, mcFragmentDistance); fragColor = mix(combinedMcDhColor, dhColor, fadeStep); - fragColor.a = 1.0; // TODO is setting the alpha needed? + fragColor.a = 1.0; } else {