diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index a65962c099..7e9dd14eda 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -45,7 +45,7 @@ const float UNDERWATER_MIST_DIST = 100.0; const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1; // Allowed to be > 1 due to HDR -const vec3 GLOW_COLOR = vec3(2, 1.30, 0.1); +const vec3 GLOW_COLOR = vec3(3.0, 0.9, 0.05); //vec3 get_sun_dir(float time_of_day) { // const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0); diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl index 025429d64b..93a013cf33 100644 --- a/assets/voxygen/shaders/terrain-frag.glsl +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -266,8 +266,7 @@ void main() { max_light *= f_light; // TODO: Apply AO after this - vec3 glow = GLOW_COLOR * (pow(f_glow, 6) * 8 + pow(f_glow, 1.5) * 1.0); - emitted_light += glow; + vec3 glow = GLOW_COLOR * (pow(f_glow, 6) * 5 + pow(f_glow, 1.5) * 2); reflected_light += glow; max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);