diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index 37a1fed..56d7be6 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -448,7 +448,7 @@ void main() { #ifdef DH_CHUNK_FADING #if defined DISTANT_HORIZONS float viewDist = length(playerpos); - float ditherFade = smoothstep(0.96*far, far, viewDist); + float ditherFade = smoothstep(1.00*far, 1.04*far, viewDist); vec4 Albedo; Albedo.rgb = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD).rgb * color.rgb; diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 0814d7a..7eb3fe1 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -457,7 +457,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) #if defined DISTANT_HORIZONS float viewDist = length((mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz)); - float ditherFade = smoothstep(0.96*far, 0.97*far, viewDist); + float ditherFade = smoothstep(1.03*far, 1.06*far, viewDist); if (step(ditherFade, bayerDither()) == 0.0) { discard;