Tweak the scattering value to reduce the effect

This commit is contained in:
samuncle 2014-05-21 02:36:48 +02:00
parent 8b8a17de21
commit bffc615a49

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@ -29,6 +29,6 @@ void main(void)
vec4 color = texture(Albedo, uv);
if (color.a < 0.5) discard;
vec3 LightFactor = scattering + getLightFactor(1.);
vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
FragColor = vec4(color.xyz * LightFactor, 1.);
}