Index: ps/trunk/binaries/data/mods/public/art/materials/basic_trans_wind_grain_norm_spec.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/art/materials/basic_trans_wind_grain_norm_spec.xml
+++ ps/trunk/binaries/data/mods/public/art/materials/basic_trans_wind_grain_norm_spec.xml
@@ -10,4 +10,6 @@
+
+
Index: ps/trunk/binaries/data/mods/public/shaders/glsl/model_common.fs
===================================================================
--- ps/trunk/binaries/data/mods/public/shaders/glsl/model_common.fs
+++ ps/trunk/binaries/data/mods/public/shaders/glsl/model_common.fs
@@ -104,7 +104,7 @@
specCol = specularColor;
specPow = specularPower;
#endif
- specular.rgb = sunColor * specCol * pow(max(0.0, dot(normalize(normal), v_half)), specPow);
+ specular.rgb = sunColor * specCol * pow(max(0.001, dot(normalize(normal), v_half)), specPow);
#endif
#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO
Index: ps/trunk/binaries/data/mods/public/shaders/glsl/terrain_common.fs
===================================================================
--- ps/trunk/binaries/data/mods/public/shaders/glsl/terrain_common.fs
+++ ps/trunk/binaries/data/mods/public/shaders/glsl/terrain_common.fs
@@ -114,7 +114,7 @@
specCol = s.rgb;
specular.a = s.a;
specPow = effectSettings.y;
- specular.rgb = sunColor * specCol * pow(max(0.0, dot(normalize(normal), v_half)), specPow);
+ specular.rgb = sunColor * specCol * pow(max(0.001, dot(normalize(normal), v_half)), specPow);
#endif
vec3 color = (texdiffuse * sundiffuse + specular.rgb) * getShadowOnLandscape() + texdiffuse * ambient;