diff --git a/data/shaders/ssao.frag b/data/shaders/ssao.frag index a4b168a85..dacabddbc 100644 --- a/data/shaders/ssao.frag +++ b/data/shaders/ssao.frag @@ -43,7 +43,7 @@ void main(void) vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); // Workaround for nvidia and skyboxes float len = dot(vec3(1.0), abs(cur.xyz)); - if (len < 0.2 || curdepth > 0.999) discard; + if (len < 0.2 || curdepth > 0.9955) discard; // Make a tangent as random as possible vec3 randvect = rand(uv); vec3 tangent = normalize(cross(norm, randvect));