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));
gl_FragColor.rgb = color;
gl_FragColor.a = 1.0;
}
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 1);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
int x = SDL_WINDOWPOS_UNDEFINED;