vanillaFade shader cleanup

This commit is contained in:
James Seibel
2026-02-07 11:54:44 -06:00
parent c9925b0b6c
commit c13d04ff2b
@@ -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
{