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Fix fog bleeding into alpha values when using OneTextureBlend#17081

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sfan5 merged 2 commits intoluanti-org:masterfrom
appgurueu:fix/fog-blend
Apr 10, 2026
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Fix fog bleeding into alpha values when using OneTextureBlend#17081
sfan5 merged 2 commits intoluanti-org:masterfrom
appgurueu:fix/fog-blend

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@appgurueu appgurueu commented Apr 3, 2026

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); into float 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 FogColor alpha is nonsense, but that seems implausible too (it goes through SColor which only allows reasonable finite values). FogEnd and FogStart also seem to be finite and reasonable.

💯% written by my slightly sweaty hands.

Ready for Review. See the issue for testing instructions.

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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idk seems fine

@sfan5 sfan5 merged commit c36432b into luanti-org:master Apr 10, 2026
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johnnyjoy pushed a commit to johnnyjoy/luanti-rollback-refactor that referenced this pull request 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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Transparent particles broken when in fog

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