diff --git a/src/mol-gl/shader/chunks/apply-light-color.glsl.ts b/src/mol-gl/shader/chunks/apply-light-color.glsl.ts index 07374df935bb5c5a14df4977dba32b7f5cfdda38..bddbf634b013296a098601b85406adb334e5450e 100644 --- a/src/mol-gl/shader/chunks/apply-light-color.glsl.ts +++ b/src/mol-gl/shader/chunks/apply-light-color.glsl.ts @@ -57,7 +57,7 @@ export const apply_light_color = ` RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight); vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular; - outgoingLight = clamp(outgoingLight, 0.0, 1.0); // prevents black artifacts on specular highlight with transparent background + outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background gl_FragColor = vec4(outgoingLight, color.a); #endif