Fix fog bleeding into alpha values when using OneTextureBlend#17081
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sfan5 merged 2 commits intoluanti-org:masterfrom Apr 10, 2026
Merged
Fix fog bleeding into alpha values when using OneTextureBlend#17081sfan5 merged 2 commits intoluanti-org:masterfrom
sfan5 merged 2 commits intoluanti-org:masterfrom
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Fixes luanti-org#17079 It is not clear how or why the bogus values appear, but the fix certainly does not hurt.
johnnyjoy
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Apr 22, 2026
…-org#17081) fixes luanti-org#17079 It is not clear how or why the bogus values appear, but the fix certainly does not hurt.
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Fixes #17079
It is not clear how or why the bogus values appear, but the fix certainly does not hurt, and at this point I don't want to invest too much time into looking into this more deeply when this works.
I tried turning the division of
float Scale = 1.0 / (uFogEnd - uFogStart);intofloat Scale = 1.0 / max(1e-6, uFogEnd - uFogStart);to avoid a potential division by zero that could explain such an issue, but that did not work.I also considered the alternative explanation that
FogColoralpha is nonsense, but that seems implausible too (it goes throughSColorwhich only allows reasonable finite values).FogEndandFogStartalso seem to be finite and reasonable.💯% written by my slightly sweaty hands.
Ready for Review. See the issue for testing instructions.