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Post #4165870

2026-07-28 12:05 UTC

A question for #Graphics programmers out there! I'm rendering clouds using two quad meshes used as height maps, one for the top and a flipped one for the bottom. Height is sampled and applied in the vertex shader. Wherever the height becomes negative, the fragment shader discards the pixel. The problem is that this gives a seam of 2 pixels wide between the two meshes. I suspect it's because Godot uses dFdx/dFdy and those don't work when a neighbouring fragment is discarded. Any ideas?

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