diff --git a/data/base/shaders/terrain_combined_medium.frag b/data/base/shaders/terrain_combined_medium.frag index 99b009e306e..aa7b34bb83d 100644 --- a/data/base/shaders/terrain_combined_medium.frag +++ b/data/base/shaders/terrain_combined_medium.frag @@ -111,7 +111,7 @@ vec4 main_medium() { vec3 N = vec3(0.f,0.f,1.f); float lambertTerm = max(dot(N, L), 0.0); // diffuse lighting vec4 lightmap_vec4 = texture(lightmap_tex, uvLightmap, 0.f); - vec4 light = (visibility*diffuseLight*0.75*lambertTerm + ambientLight*0.25) * lightmap_vec4.a; // ... * tile brightness / ambient occlusion (stored in lightmap.a) + vec4 light = (visibility*diffuseLight*0.8*(lambertTerm*lambertTerm) + ambientLight*0.2) * lightmap_vec4.a; // ... * tile brightness / ambient occlusion (stored in lightmap.a) light.rgb = blendAddEffectLighting(light.rgb, (lightmap_vec4.rgb / 1.5f)); // additive color (from environmental point lights / effects) light.a = 1.f; diff --git a/data/base/shaders/vk/terrain_combined_medium.frag b/data/base/shaders/vk/terrain_combined_medium.frag index 6cff7addcc5..f6d586d1471 100644 --- a/data/base/shaders/vk/terrain_combined_medium.frag +++ b/data/base/shaders/vk/terrain_combined_medium.frag @@ -53,7 +53,7 @@ vec4 main_medium() { vec3 N = vec3(0.f,0.f,1.f); float lambertTerm = max(dot(N, L), 0.0); // diffuse lighting vec4 lightmap_vec4 = texture(lightmap_tex, frag.uvLightmap); - vec4 light = (visibility*diffuseLight*0.75*lambertTerm + ambientLight*0.25) * lightmap_vec4.a; // ... * tile brightness / ambient occlusion (stored in lightmap.a) + vec4 light = (visibility*diffuseLight*0.8*(lambertTerm*lambertTerm) + ambientLight*0.2) * lightmap_vec4.a; // ... * tile brightness / ambient occlusion (stored in lightmap.a) light.rgb = blendAddEffectLighting(light.rgb, (lightmap_vec4.rgb / 1.5f)); // additive color (from environmental point lights / effects) light.a = 1.f;