diff --git a/resources/shaders/110/phong.fs b/resources/shaders/110/phong.fs index 8071a58842..59b7ab3484 100644 --- a/resources/shaders/110/phong.fs +++ b/resources/shaders/110/phong.fs @@ -11,14 +11,14 @@ const float EPSILON = 0.0001; // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 72.0 +#define LIGHT_TOP_SPECULAR (1.10 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SHININESS 128.0 // normalized values for (1./1.43, 0.2/1.43, 1./1.43) const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) -#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION) -#define LIGHT_FRONT_SHININESS 28.0 +#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SHININESS 64.0 #define INTENSITY_AMBIENT 0.22 diff --git a/resources/shaders/110/ssao.fs b/resources/shaders/110/ssao.fs index 02f221ddbe..144cc44e28 100644 --- a/resources/shaders/110/ssao.fs +++ b/resources/shaders/110/ssao.fs @@ -82,7 +82,7 @@ void main() // Boost brightness on top surfaces (optional) float brightness_boost = 1.0 + up_factor * 0.15; // 15% extra brightness on top - ambient_occlusion = pow(ambient_occlusion, 1.1) * brightness_boost; + ambient_occlusion = pow(ambient_occlusion, 2.2) * brightness_boost; ambient_occlusion = clamp(ambient_occlusion, 0.45, 1.05); gl_FragColor = vec4(base * ambient_occlusion, 1.0); diff --git a/resources/shaders/140/phong.fs b/resources/shaders/140/phong.fs index e138cc159c..0b5cbb0b1f 100644 --- a/resources/shaders/140/phong.fs +++ b/resources/shaders/140/phong.fs @@ -11,14 +11,14 @@ const float EPSILON = 0.0001; // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 72.0 +#define LIGHT_TOP_SPECULAR (1.10 * INTENSITY_CORRECTION) +#define LIGHT_TOP_SHININESS 128.0 // normalized values for (1./1.43, 0.2/1.43, 1./1.43) const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) -#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION) -#define LIGHT_FRONT_SHININESS 28.0 +#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION) +#define LIGHT_FRONT_SHININESS 64.0 #define INTENSITY_AMBIENT 0.22 diff --git a/resources/shaders/140/ssao.fs b/resources/shaders/140/ssao.fs index 31e576b560..3d418f844c 100644 --- a/resources/shaders/140/ssao.fs +++ b/resources/shaders/140/ssao.fs @@ -87,7 +87,7 @@ void main() // Additional brightness boost for upward-facing surfaces float brightness_boost = 1.0 + up_factor * 0.2; - ao_factor = pow(ao_factor, 1.1) * brightness_boost; + ao_factor = pow(ao_factor, 2.2) * brightness_boost; occlusion = clamp(ao_factor, 0.45, 1.05); } else {