diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 63ef2ec0e4..585a5ef5f4 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -692,7 +692,7 @@ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted vec3 simple_lighting(vec3 pos, vec3 col, float shade) { // Bad fake lantern so we can see in caves vec3 d = pos.xyz - focus_pos.xyz; - return col * clamp(2.5 / dot(d, d), shade * get_sun_brightness(), 1); + return col * clamp(2.5 / dot(d, d), shade * (get_sun_brightness() + 0.01), 1); } #endif diff --git a/assets/voxygen/shaders/lod-terrain-frag.glsl b/assets/voxygen/shaders/lod-terrain-frag.glsl index 3ff32043ca..221671651b 100644 --- a/assets/voxygen/shaders/lod-terrain-frag.glsl +++ b/assets/voxygen/shaders/lod-terrain-frag.glsl @@ -47,7 +47,7 @@ void main() { // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); #ifdef EXPERIMENTAL_BAREMINIMUM - tgt_color = vec4(lod_col(f_pos.xy) * get_sun_brightness(), 1); + tgt_color = vec4(simple_lighting(f_pos.xyz, lod_col(f_pos.xy), 1.0), 1); return; #endif diff --git a/assets/voxygen/shaders/particle-frag.glsl b/assets/voxygen/shaders/particle-frag.glsl index 97f5b3e0d3..a9259598c8 100644 --- a/assets/voxygen/shaders/particle-frag.glsl +++ b/assets/voxygen/shaders/particle-frag.glsl @@ -35,7 +35,7 @@ const float FADE_DIST = 32.0; void main() { #ifdef EXPERIMENTAL_BAREMINIMUM - tgt_color = vec4(f_col.rgb, 1); + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col.rgb, 1.0), 1); return; #endif