diff --git a/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl b/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl
index df342a40c45e23623eef62babf3e17aadd63a327..87a6a44455f1418ad46b0e399b39ce6e49501865 100644
--- a/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl
+++ b/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl
@@ -120,7 +120,7 @@ void main()
 	vec4 color_image_texture_2 = texture(image_texture_2, uv_image);
 
 	// Blend the crack texture with a white image along the y direction
-	float blending_parameter = fragment.position.z / 10;
+	float blending_parameter = fragment.position.z / 25;
 	color_image_texture_2 = (1 - blending_parameter) * vec4(1, 1, 1, 1) + blending_parameter * color_image_texture_2;
 
 	// Finally multiply the color of the two textures
diff --git a/projet-code/scenes_inf443/base/src/terrain.cpp b/projet-code/scenes_inf443/base/src/terrain.cpp
index d111b8f448872ea1182ff3b5fa76211afbcb0179..13f56bf46e6fc2f76c3f2f3f035c8ddcc9d999ef 100644
--- a/projet-code/scenes_inf443/base/src/terrain.cpp
+++ b/projet-code/scenes_inf443/base/src/terrain.cpp
@@ -43,7 +43,7 @@ mesh create_terrain_mesh(int N, float terrain_length)
     perlin_noise_parameters parameters;
     parameters.terrain_height = 6;
     parameters.octave = 6;
-    parameters.frequency_gain = 6;
+    parameters.frequency_gain = 17;
     parameters.persistency = 0.26;
 
     float perlin_noise;
@@ -70,8 +70,8 @@ mesh create_terrain_mesh(int N, float terrain_length)
 
             //blending parameter for color
             perlin_noise = parameters.terrain_height * noise_perlin(vec2(3 * x / terrain_length, 3 * y / terrain_length), parameters.octave, parameters.persistency, parameters.frequency_gain);
-            float b = std::min(2.0, exp((z+perlin_noise-20)/2)/exp(6));
-            terrain.color[kv + N * ku] = (1-b)*vec3(0,0.3f,0) + b * vec3(1, 1, 1);
+            float b = std::min(1.0, exp((z + perlin_noise - 20) / 2) / exp(6));
+            terrain.color[kv + N * ku] = std::max(0.0f,(1-b))*vec3(0,0.3f,0) + b * 1.5 * vec3(1, 1, 1);
             
         }
     }