diff --git a/Effects/forest.eff b/Effects/forest.eff
index 78bc67924..e189b587a 100644
--- a/Effects/forest.eff
+++ b/Effects/forest.eff
@@ -38,7 +38,7 @@
0.12
0.86
- 0.0
+ 0.22
diff --git a/Effects/glacier.eff b/Effects/glacier.eff
index c6e58025a..da9a06146 100644
--- a/Effects/glacier.eff
+++ b/Effects/glacier.eff
@@ -38,7 +38,7 @@
0.12
0.86
- 0.0
+ 0.22
diff --git a/Effects/herbtundra.eff b/Effects/herbtundra.eff
index db4129177..5f97c2112 100644
--- a/Effects/herbtundra.eff
+++ b/Effects/herbtundra.eff
@@ -37,7 +37,7 @@
0.12
0.86
- 0.0
+ 0.22
diff --git a/Shaders/forest.frag b/Shaders/forest.frag
index de5a60a3d..4641a8000 100644
--- a/Shaders/forest.frag
+++ b/Shaders/forest.frag
@@ -129,9 +129,9 @@ void main (void)
//draw floor where !steep, and another blurb for smoothing transitions
vec4 c3, c4, c5, c3a, c4a, c5a;
float subred = 1.0 - red; float subgreen = 1.0 - green; float subblue = 1.0 - blue;
- c3 = mix(vec4(n-subred, n-subgreen, -n, alpha), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
- c4 = mix(vec4(n-subred, n-subgreen-0.6, -n, alpha), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
- c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
+ c3 = mix(vec4(n-subred, n-subgreen, -n-subblue, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
+ c4 = mix(vec4(n-subred, n-subgreen-0.6, -n-subblue, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
+ c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n-subblue, 0.3), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
c5 = mix(c3, c4, 1.0);
c5a = mix(c3, c4a, 1.0);
@@ -175,9 +175,6 @@ void main (void)
c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.6));
diffuse = gl_Color.rgb * max(0.8, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
-
-
- //vec4 constantColor = vec4(1.0, 1.0, 1.0, 0.0);
vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 0.0);