diff --git a/Resources/Shaders/oolite-default-planet.fragment b/Resources/Shaders/oolite-default-planet.fragment index b8fd6770..4d5aa845 100644 --- a/Resources/Shaders/oolite-default-planet.fragment +++ b/Resources/Shaders/oolite-default-planet.fragment @@ -324,9 +324,10 @@ void main() vec3 fresnel = vec3(0.0); #if USE_SPECULAR && OOSPECULAR_NEW_MODEL - // water has a reflectivity of 0.05 and the spec map represents water as values close to 1.0 - // don't let reflectivity drop below 0.02 - fresnel = FresnelSchlick(vec3(max(SPECULAR_FACTOR * 0.05, 0.02)), light1Vector, halfVector); + // water has a reflectivity of 0.02 and the spec map represents water as values close to 1.0 + // land masses have standard dielectric material reflectivity (approx. 0.04). So we scale + // our 0.0 ... 1.0 input to 0.04 ... 0.02 + fresnel = FresnelSchlick(vec3(0.04 - 0.02 * SPECULAR_FACTOR), light1Vector, halfVector); #endif // Specular light.