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TAA-Distant Horizons port

TAA-Distant Horizons port

by hello_there • Downloads: 0 • Followers: 0
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DH has native taa support, but only on LODs so eh

Fork of https://modrinth.com/shader/taa to add distant horizons support. Only tested 1.20.1. Has almost 1:1 vanilla AO parity.

for the voxy port go to: https://modrinth.com/shader/taa-voxy-port

approximately a 5% performance impact(at 4 samples—at highest configuration(12 samples) expect around 13% performance impact)

Features:

  • Works with Iris and Colorwheel(enable fallbackmode in colorwheel)
  • TAA: Core feature, smooths edges AND gets rid of flickering/noise on distant terrain
  • Sharpening:
    • Unsharp Mask: Leaves trails behind fast moving objects.
    • CAS (Contrast Adaptive Sharpening): More stable, but still has some downsides to it.
  • FIXED THE WATER BORDER: gets rid of the ugly water borders between DH and vanilla, check gallery for examples.

  • Fog Start Distance:
    • Configurable fog start for distant horizons, as a ratio of the render distance.
  • Vanilla-like Ambient Occlusion:
    • Configurable Ambient Occlusion samples, higher looks better but runs slower. (diminishing returns after 6 imo)
    • Configurable Radius and Intensity: Preference based, feel free to play around with these, default values should look the same as vanila(or at least close enough).

if patches of your DH terrain are darker set LOD shading to Disabled or reload the world

if particles look weird against water(ex. Particle rain) revert to ver 3.6.2

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x 1.20.x
Iris
1d ago 1
1.21.1 1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris OF OptiFine
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
1.20.1
Iris
1d ago 1
smallest tweak ever to fix lighting on grass on 1.21.1
fix water fog and kelp lighting(this was a bug from the ORIGINAL shader)
fixed a bunch of random shit my dumbass introduced
fix bluring on Dh terrain
fix particles rendering under water pass
added a fudge factor to blend water better
bunch of bug fixes regarding the water
shenanigans to get rid of water border, does almost triple the file size with redundant code but its still tiny at 45kb so ill leave it for now
minor tweak in default config

hotfix, i broke something
fixed a depthcheck i changed while trying to fix haloing
SSAO fadeout value changed a little from 0.0005 to 0.0004
no sure what to do with the crazy ghosting on LODs yet
disable SSAO on lava and water
very intense noise on leaves to blend better. added noise back on water. screwed around with the SSAO AGAIN w(゚Д゚)w
added back FOV based radius scaling that ia acidentally removed. passes fog blend value from dh_terrain.fsh
SSAO now uses worldspace instead of viewspace.
disable noise on water and snow, increase noise resolution.
unscrew up the SSAO AGAIN.
minor fix, SSAO halo prevention
# BUGFIX
  • FIXED SSAO ON CLOUDS
  • REMOVED NOISE ON UNKNOWN MATERIAL
more SSAO tweaking fixed auto overdraw. probably be the final update unless more bugs pop up

i dont know why i keep pushing update\(〇_o)/
anyways,

fixed fov scaling to only include sprinting while quake pro as thats where the problem appears
changed defaults again
[2.0.2] TAA 2.0.2 by hello_there on Oct 13, 2026
Download
more screwing around with default settings. added dynamic overdraw and fog start(both activates at 0.0)
added an extra fov based SSAO fix
minor change in the default config to better fit with vanilla.

fade ssao strength with distance—clamped at >0.4
Fixed screwed up ssao radius scaling. shouldnt have more bugs
### fixed grass being rendered wrong, credit: [VanillAA](https://modrinth.com/shader/vanillaa/)
im stupid, disable LOD rendering when blindness/darkness effect is on
hotfix: reduced slider max on SSAO_SAMPLES to 12 cause i changed the kernal
fixed SSAO, it now no longer disapears 200 block in

buncha micro-optimizations, went from 150fps to 163fps on my 1050 ti (~8% improvement) sidenote: 12 samples performs the same as the old 4 samples
[1.0] 1.0 by hello_there on Oct 13, 2026
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first proper release, i deem this good enough for full release. it works fully with colorwheel now(enable fallback mode)

CHANGELOG:
  • Changed noise toggle to be an actual button
  • Added SSAO intensity and radius configs(changed default intensity to 0.7 as that matches vanilla better)
[b0.4] b0.4 by hello_there on Oct 13, 2026
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added toggle for noise and configurable overdraw distance.
[b0.3] b0.3 by hello_there on Oct 13, 2026
Download
added back overdraw prevention as apparently non-full blocks arent in depthtex0
[b0.2] b0.2 by hello_there on Oct 13, 2026
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applied bandaid fix on broken ao, customizable ao samples, removed overdraw as terrain already renders above dh, fixed dh terrain showing underwater
[a0.6-colorwheel] a0.6-colorwheel by hello_there on Oct 13, 2026
Download
limited compatibility with colorwheel, PLEASE dont use train tracks, they are unshaded
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