diff --git a/src/main/resources/assets/voxy/shaders/lod/hierarchical/screenspace.glsl b/src/main/resources/assets/voxy/shaders/lod/hierarchical/screenspace.glsl index 13b151200..28e861659 100644 --- a/src/main/resources/assets/voxy/shaders/lod/hierarchical/screenspace.glsl +++ b/src/main/resources/assets/voxy/shaders/lod/hierarchical/screenspace.glsl @@ -149,6 +149,14 @@ bool isCulledByHiz() { for (int x = mnbb.x; x<=mxbb.x; x++) { for (int y = mnbb.y; y<=mxbb.y; y++) { float sp = texelFetch(hizDepthSampler, ivec2(x, y), ml).r; + + // AMD Fix V9: Read-Side Filter + // If the sampled depth is exactly 0.0 (or very close), it's the Buggy Sky. + // We treat it as 1.0 (Far Plane) so it doesn't occlude anything. + if (sp <= 0.0001f) { + sp = 1.0f; + } + //pointSample2 = max(sp, pointSample2); //sp = mix(sp, pointSample, 0.9999999f<=sp); pointSample = max(sp, pointSample);