diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 6ee6c2e7e7d..7516817848e 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -141,13 +141,13 @@
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
- The bleed scale of the HDR glow.
+ Smooths the transition between values that are below and above [member glow_hdr_threshold] by reducing the amount of glow generated by values that are close to [member glow_hdr_threshold]. Values above [code]glow_hdr_threshold + glow_hdr_scale[/code] will not have glow reduced in this way.
The lower threshold of the HDR glow. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this may need to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. This value also needs to be decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is performed in SDR.
- The overall brightness multiplier of the glow effect. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this should be increased to [code]1.5[/code] to compensate.
+ The overall brightness multiplier that is applied to the glow effect just before it is blended with the scene. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this should be increased to [code]1.5[/code] to compensate.
The intensity of the 1st level of glow. This is the most "local" level (least blurry).
@@ -196,7 +196,7 @@
[b]Note:[/b] [member glow_normalized] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
- The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.
+ The strength that is used when blurring across the screen to generate the glow effect. This affects the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.
[b]Note:[/b] [member glow_strength] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.