diff --git a/Shaders/reflect-bump-spec.frag b/Shaders/reflect-bump-spec.frag index 862494624..30179ff48 100644 --- a/Shaders/reflect-bump-spec.frag +++ b/Shaders/reflect-bump-spec.frag @@ -117,7 +117,8 @@ void main (void) vec4 mixedcolor = mix(texel, raincolor, reflFactor); // the final reflection - vec4 reflColor = color * mixedcolor + specular + ambient_Correction ; + vec4 reflColor = vec4(color.rgb * mixedcolor.rgb + specular.rgb + ambient_Correction.rgb, alpha); + reflColor = clamp(reflColor, 0.0, 1.0); gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor); diff --git a/Shaders/reflect.frag b/Shaders/reflect.frag index 98bde6f6e..422284ad5 100644 --- a/Shaders/reflect.frag +++ b/Shaders/reflect.frag @@ -97,6 +97,7 @@ void main (void) // set ambient adjustment to remove bluiness with user input float ambient_offset = clamp(ambient_correction, -1.0, 1.0); vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ; + // vec4 ambient_Correction = vec4(ambient_Correction.rgb, 0.5); ambient_Correction = clamp(ambient_Correction, -1.0, 1.0); // map noise vectore @@ -111,7 +112,7 @@ void main (void) vec4 mixedcolor = mix(texel, raincolor, reflFactor); // the final reflection - vec4 reflColor = color * mixedcolor + specular + ambient_Correction ; + vec4 reflColor = vec4(color.rgb * mixedcolor.rgb + specular.rgb + ambient_Correction.rgb, alpha); reflColor = clamp(reflColor, 0.0, 1.0); gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);