diff --git a/Effects/rock.eff b/Effects/rock.eff
index 94984178a..1cfbb5ec4 100644
--- a/Effects/rock.eff
+++ b/Effects/rock.eff
@@ -93,6 +93,7 @@
Shaders/noise.frag
Shaders/hazes.frag
Shaders/secondary_lights.frag
+ Shaders/filters-ALS.frag
intrinsic_wetness
@@ -294,6 +295,38 @@
float
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ use_filtering
+ bool
+
+
+
+ delta_T
+ float
+
+
+
cloudpos1_x
float
diff --git a/Effects/terrain-default.eff b/Effects/terrain-default.eff
index 0c45b20d1..64fe4d57e 100644
--- a/Effects/terrain-default.eff
+++ b/Effects/terrain-default.eff
@@ -1198,6 +1198,8 @@
Shaders/generic-ALS-base.vert
Shaders/terrain-ALS-base.frag
Shaders/hazes.frag
+ Shaders/noise.frag
+ Shaders/filters-ALS.frag
visibility
@@ -1259,6 +1261,47 @@
float
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ use_filtering
+ bool
+
+
+
+ delta_T
+ float
+
+
+
+ display_xsize
+ int
+
+
+
+ display_ysize
+ int
+
+
texture
sampler-2d
diff --git a/Shaders/rock-ALS.frag b/Shaders/rock-ALS.frag
index a23dd1f59..a94fcfc3a 100644
--- a/Shaders/rock-ALS.frag
+++ b/Shaders/rock-ALS.frag
@@ -81,6 +81,7 @@ vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 get_hazeColor(in float light_arg);
vec3 searchlight();
vec3 landing_light(in float offset, in float offsetv);
+vec3 filter_combined (in vec3 color) ;
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
@@ -665,6 +666,8 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility),
}
+fragColor.rgb = filter_combined(fragColor.rgb);
+
gl_FragColor = fragColor;
diff --git a/Shaders/terrain-ALS-base.frag b/Shaders/terrain-ALS-base.frag
index 8b3522fc6..6154e4700 100644
--- a/Shaders/terrain-ALS-base.frag
+++ b/Shaders/terrain-ALS-base.frag
@@ -32,6 +32,7 @@ float eShade;
float fog_func (in float targ, in float alt);
vec3 get_hazeColor(in float light_arg);
+vec3 filter_combined (in vec3 color) ;
float luminance(vec3 color)
{
@@ -236,6 +237,7 @@ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
}
+fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;