diff --git a/data/base/shaders/terrain_combined_high.frag b/data/base/shaders/terrain_combined_high.frag index e009c384e11..2811b102fec 100644 --- a/data/base/shaders/terrain_combined_high.frag +++ b/data/base/shaders/terrain_combined_high.frag @@ -130,7 +130,7 @@ vec4 doBumpMapping(BumpData b, vec3 lightDir, vec3 halfVec) { float blinnTerm = clamp(dot(b.N, H), 0.f, 1.f); blinnTerm = lambertTerm != 0.0 ? blinnTerm : 0.0; blinnTerm = pow(blinnTerm, 16.f); - float visibility = pow(getShadowVisibility(), 2.f); + float visibility = pow(getShadowVisibility(), 2.5f); vec4 lightmap_vec4 = texture(lightmap_tex, uvLightmap, 0.f); float adjustedTileBrightness = pow(lightmap_vec4.a, 2.f-lightmap_vec4.a); // ... * tile brightness / ambient occlusion (stored in lightmap.a) diff --git a/data/base/shaders/vk/terrain_combined_high.frag b/data/base/shaders/vk/terrain_combined_high.frag index bf97d2bb003..b4f88da8593 100644 --- a/data/base/shaders/vk/terrain_combined_high.frag +++ b/data/base/shaders/vk/terrain_combined_high.frag @@ -72,7 +72,7 @@ vec4 doBumpMapping(BumpData b, vec3 lightDir, vec3 halfVec) { float blinnTerm = clamp(dot(b.N, H), 0.f, 1.f); blinnTerm = lambertTerm != 0.0 ? blinnTerm : 0.0; blinnTerm = pow(blinnTerm, 16.f); - float visibility = pow(getShadowVisibility(), 2.f); + float visibility = pow(getShadowVisibility(), 2.5f); vec4 lightmap_vec4 = texture(lightmap_tex, frag.uvLightmap, 0.f); float adjustedTileBrightness = pow(lightmap_vec4.a, 2.f-lightmap_vec4.a); // ... * tile brightness / ambient occlusion (stored in lightmap.a)