diff --git a/binaries/data/mods/public/shaders/glsl/model_common.fs b/binaries/data/mods/public/shaders/glsl/model_common.fs index 80e1d8c410..6bc24b83ec 100644 --- a/binaries/data/mods/public/shaders/glsl/model_common.fs +++ b/binaries/data/mods/public/shaders/glsl/model_common.fs @@ -246,6 +246,7 @@ void main() #if !IGNORE_LOS float los = texture2D(losTex, v_los).a; + los = los < 0.01 ? 0.0 : los; color *= los; #endif diff --git a/binaries/data/mods/public/shaders/glsl/terrain_common.fs b/binaries/data/mods/public/shaders/glsl/terrain_common.fs index 020c65a91d..2728a3e993 100644 --- a/binaries/data/mods/public/shaders/glsl/terrain_common.fs +++ b/binaries/data/mods/public/shaders/glsl/terrain_common.fs @@ -219,6 +219,7 @@ void main() #endif float los = texture2D(losTex, v_los).a; + los = los < 0.01 ? 0.0 : los; color *= los; #if DECAL diff --git a/binaries/data/mods/public/shaders/glsl/water_high.fs b/binaries/data/mods/public/shaders/glsl/water_high.fs index 114f5a2c1b..4594b74edd 100644 --- a/binaries/data/mods/public/shaders/glsl/water_high.fs +++ b/binaries/data/mods/public/shaders/glsl/water_high.fs @@ -53,6 +53,7 @@ void main() specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength; losMod = texture2D(losMap, gl_TexCoord[3].st).a; + losMod = losMod < 0.01 ? 0.0 : losMod; gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;