diff --git a/Shaders/airfield.frag b/Shaders/airfield.frag index e36fc790a..15901ee5b 100644 --- a/Shaders/airfield.frag +++ b/Shaders/airfield.frag @@ -155,7 +155,7 @@ void main() float effective_scattering = min(scattering, cloud_self_shading); yprime_alt = diffuse_term.a; -diffuse_term.a = 1.0; +//diffuse_term.a = 1.0; mie_angle = gl_Color.a; vec3 shadedFogColor = vec3(0.65, 0.67, 0.78); @@ -308,7 +308,7 @@ if (quality_level > 3) * light_specular.rgb * pow(NdotHV, (gl_FrontMaterial.shininess + 20.0 * water_factor))); } - color.a = diffuse_term.a; + color.a = 1.0; // This shouldn't be necessary, but our lighting becomes very // saturated. Clamping the color before modulating by the texture // is closer to what the OpenGL fixed function pipeline does.