diff --git a/packages/website/src/components/Armor/components/PrimaryArmorSceneComponent/shaders/fragment.glsl b/packages/website/src/components/Armor/components/PrimaryArmorSceneComponent/shaders/fragment.glsl index 3b31924bb..b77093bb1 100644 --- a/packages/website/src/components/Armor/components/PrimaryArmorSceneComponent/shaders/fragment.glsl +++ b/packages/website/src/components/Armor/components/PrimaryArmorSceneComponent/shaders/fragment.glsl @@ -37,7 +37,7 @@ float getDistance(vec2 coord, float depth) { vec3 getPenetrationColor(bool isThreeCalibersRule, bool couldHaveRicochet) { if (advancedHighlighting && couldHaveRicochet) { - return vec3(0.0, 1.0, isThreeCalibersRule ? 0.5 : 0.0); + return vec3(0.0, 1.0, isThreeCalibersRule ? 1.0 : 0.0); } return vec3(0.0, 1.0, 0.0); @@ -107,7 +107,7 @@ void main() { vec3 baseColor = vec3(1.0, splashChance * GREEN_VALUE, 0.0); if (advancedHighlighting && didRicochet) { - baseColor = vec3(1.0, baseColor.g, 0.5); + baseColor = vec3(1.0, baseColor.g, 1.0); } if (greenPenetration || advancedHighlighting) {