vec3 color = sky_grad(ty, mid_point);
float horiz = ty + fbm(tx * horiz_scale, 4, horiz_scale) * 0.035;
vec3 color = sky_grad(ty, mid_point);
float horiz = ty + fbm(tx * horiz_scale, 4, horiz_scale) * 0.035;
- color = mix(fog_color, color, step(0.035, horiz));
+ color = mix(fog_color, color, smoothstep(0.034, 0.035, horiz));