diff --git a/Effects/surface-lights.eff b/Effects/surface-lights.eff
index f10c0065a..7603f6c2d 100644
--- a/Effects/surface-lights.eff
+++ b/Effects/surface-lights.eff
@@ -50,10 +50,10 @@
false
-
+
point
diff --git a/Shaders/surface-light-lightfield.frag b/Shaders/surface-light-lightfield.frag
index 717e2b8c2..04e46173b 100644
--- a/Shaders/surface-light-lightfield.frag
+++ b/Shaders/surface-light-lightfield.frag
@@ -7,6 +7,7 @@ uniform float avisibility;
uniform float hazeLayerAltitude;
uniform float eye_alt;
uniform float terminator;
+uniform float size;
varying vec3 relPos;
varying vec2 rawPos;
@@ -140,8 +141,9 @@ void main()
transmission = fog_func(transmission_arg);
float lightArg = terminator/100000.0;
- float attenuationScale = 1.0 + 3.0 * (1.0 -smoothstep(-15.0, 0.0, lightArg));
- float dist_att = exp(-0.3/attenuationScale/pixelSize);
+ float attenuationScale = 1.0 + 20.0 * (1.0 -smoothstep(-15.0, 0.0, lightArg));
+ //float dist_att = exp(-100.0/attenuationScale/size);
+ float dist_att = exp(-dist/200.0/size/attenuationScale);
//vec4 texel = texture2D(texture,gl_TexCoord[0].st);
vec4 texel = light_sprite(gl_TexCoord[0].st,transmission, noise);
diff --git a/Shaders/surface-light-lightfield.vert b/Shaders/surface-light-lightfield.vert
index 43b6c2522..6d90cb8f0 100644
--- a/Shaders/surface-light-lightfield.vert
+++ b/Shaders/surface-light-lightfield.vert
@@ -20,7 +20,7 @@ void main()
relPos = gl_Vertex.xyz - ep.xyz;
rawPos = gl_Vertex.xy;
float dist = length(relPos);
- float lightScale = size * size * size * size * size / 1000.0;
+ float lightScale = size * size * size * size * size/ 500.0;
pixelSize = min(size * size/25.0,lightScale/dist);
gl_PointSize = 2.0 * pixelSize;
}