diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 9ee88eb39..762a676c6 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -512,7 +512,7 @@ void main(void) // turns out that nightRatio falls off much faster than // actual brightness of artificial light in relation to natual light. // Power ratio was measured on torches in MTG (brightness = 14). - float adjusted_night_ratio = pow(nightRatio, 0.6); + float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6); if (f_normal_length != 0 && cosLight < 0.035) { shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, 0.035)/0.035);