diff --git a/Shaders/default.frag b/Shaders/default.frag
index 68c363dd2..f6bf8abd4 100644
--- a/Shaders/default.frag
+++ b/Shaders/default.frag
@@ -13,7 +13,8 @@ void main()
     vec4 color = ambient + gl_FrontMaterial.emission;
     vec4 texel;
     vec4 fragColor;
-
+    vec4 specular = vec4(0.0);
+    
     n = normalize(normal);
     NdotL = max(dot(n, lightDir), 0.0);
     if (NdotL > 0.0) {
@@ -21,12 +22,17 @@ void main()
         halfV = normalize(halfVector);
         NdotHV = max(dot(n, halfV), 0.0);
         if (gl_FrontMaterial.shininess > 0.0)
-            color += gl_FrontMaterial.specular * gl_LightSource[0].specular
-                * pow(NdotHV, gl_FrontMaterial.shininess);
+            specular.rgb = (gl_FrontMaterial.specular.rgb
+                            * gl_LightSource[0].specular.rgb
+                            * pow(NdotHV, gl_FrontMaterial.shininess));
     }
     color.a = alpha;
+    // 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.
+    color = clamp(color, 0.0, 1.0);
     texel = texture2D(texture, gl_TexCoord[0].st);
-    fragColor = color * texel;
+    fragColor = color * texel + specular;
     fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
     gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
 }
diff --git a/Shaders/model-default.frag b/Shaders/model-default.frag
index ac13ec7a8..25bbe685b 100644
--- a/Shaders/model-default.frag
+++ b/Shaders/model-default.frag
@@ -13,7 +13,7 @@ void main()
     vec4 color = constantColor;
     vec4 texel;
     vec4 fragColor;
-
+    vec4 specular = vec4(0.0);
     n = normalize(normal);
     NdotL = max(dot(n, lightDir), 0.0);
     if (NdotL > 0.0) {
@@ -21,12 +21,17 @@ void main()
         halfV = normalize(halfVector);
         NdotHV = max(dot(n, halfV), 0.0);
         if (gl_FrontMaterial.shininess > 0.0)
-            color += gl_FrontMaterial.specular * gl_LightSource[0].specular
-                * pow(NdotHV, gl_FrontMaterial.shininess);
+            specular.rgb = (gl_FrontMaterial.specular.rgb
+                            * gl_LightSource[0].specular.rgb
+                            * pow(NdotHV, gl_FrontMaterial.shininess));
     }
     color.a = alpha;
+    // 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.
+    color = clamp(color, 0.0, 1.0);
     texel = texture2D(texture, gl_TexCoord[0].st);
-    fragColor = color * texel;
+    fragColor = color * texel + specular;
     fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
     gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
 }
diff --git a/Shaders/model-default.vert b/Shaders/model-default.vert
index f7ba60392..50ba771fc 100644
--- a/Shaders/model-default.vert
+++ b/Shaders/model-default.vert
@@ -5,8 +5,8 @@
 // The only light used is gl_LightSource[0], which is assumed to be
 // directional.
 //
-// Diffuse and ambient colors come from the gl_Color. This is
-// equivalent to osg::Material::AMBIENT_AND_DIFFUSE.
+// Diffuse colors come from the gl_Color, ambient from the material. This is
+// equivalent to osg::Material::DIFFUSE.
 
 varying vec4 diffuse, constantColor;
 varying vec3 normal, lightDir, halfVector;
@@ -22,7 +22,12 @@ void main()
     lightDir = normalize(vec3(gl_LightSource[0].position));
     halfVector = normalize(gl_LightSource[0].halfVector.xyz);
     diffuse = gl_Color * gl_LightSource[0].diffuse;
-    alpha = gl_Color.a;
+    // Super hack: if diffuse material alpha is less than 1, assume a
+    // transparency animation is at work
+    if (gl_FrontMaterial.diffuse.a < 1.0)
+        alpha = gl_FrontMaterial.diffuse.a;
+    else
+        alpha = gl_Color.a;
     constantColor =  gl_FrontLightModelProduct.sceneColor
         + gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
     fogCoord = abs(ecPosition3.z);