diff --git a/Effects/building.eff b/Effects/building.eff
index 645622c97..15c9586e2 100644
--- a/Effects/building.eff
+++ b/Effects/building.eff
@@ -37,9 +37,9 @@
     <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
     <!-- Reflection -->
     <reflection-enabled type="int"> 1 </reflection-enabled>
-<!--    <reflect-map-enabled type="int"> 1 </reflect-map-enabled>  -->
-<reflect-map-enabled type="int"> 0 </reflect-map-enabled>
-    <reflection-correction type="float"> 0.10 </reflection-correction>
+    <reflect-map-enabled type="int"> 1 </reflect-map-enabled>
+<!--     <reflect-map-enabled type="int"> 0 </reflect-map-enabled> -->
+    <reflection-correction type="float"> -0.10 </reflection-correction>
     <reflection-dynamic type="int"> 0 </reflection-dynamic>
     <reflection-fresnel type="float"> 0.0 </reflection-fresnel>
     <reflection-rainbow type="float"> 0.0 </reflection-rainbow>
diff --git a/Shaders/building-ubershader.vert b/Shaders/building-ubershader.vert
index 1d52f692d..3821ce950 100644
--- a/Shaders/building-ubershader.vert
+++ b/Shaders/building-ubershader.vert
@@ -61,9 +61,9 @@ void	main(void)
     // Rotate the normal.
     vec3 normal = gl_Normal;
     normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
-    normal = gl_NormalMatrix * normal;
+    //normal = gl_NormalMatrix * normal;
 
-		VNormal = normalize(normal);
+		VNormal = normalize(gl_NormalMatrix * normal);
 		if (nmap_enabled > 0 && shader_qual > 2){
 		  VTangent = normalize(gl_NormalMatrix * tangent);
 		  VBinormal = normalize(gl_NormalMatrix * binormal);