diff --git a/data/shaders/utils/SpecularIBL.frag b/data/shaders/utils/SpecularIBL.frag index 053348a7f..6bbb8b78c 100644 --- a/data/shaders/utils/SpecularIBL.frag +++ b/data/shaders/utils/SpecularIBL.frag @@ -6,6 +6,6 @@ vec3 SpecularIBL(vec3 normal, vec3 V, float roughness) sampleDirection = (InverseViewMatrix * vec4(sampleDirection, 0.)).xyz; // Assume 8 level of lod (ie 256x256 texture) - float lodval = 8. * (1. - roughness); - return clamp( textureLod(probe, sampleDirection, lodval).rgb, 0., 1.); + float lodval = 7. * (1. - roughness); + return clamp(textureLod(probe, sampleDirection, lodval).rgb, 0., 1.); }