diff --git a/Effects/tree-grass.eff b/Effects/tree-grass.eff
new file mode 100644
index 000000000..d4a111dfe
--- /dev/null
+++ b/Effects/tree-grass.eff
@@ -0,0 +1,9 @@
+
+
+ Effects/tree-grass
+ Effects/tree
+
+ false
+ false
+
+
diff --git a/Effects/tree.eff b/Effects/tree.eff
index c6fb62716..22ac121e8 100644
--- a/Effects/tree.eff
+++ b/Effects/tree.eff
@@ -18,6 +18,10 @@
0
+ 200.0
+ 1.5
+ true
+ true
@@ -96,6 +100,453 @@
+
+
+
+
+ /sim/rendering/shaders/skydome
+ /sim/rendering/random-vegetation
+ /sim/rendering/multi-sample-buffers
+ /sim/rendering/random-vegetation-shadows
+
+ 1.0
+ /sim/rendering/multi-samples
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+ GL_ARB_multisample
+
+ 2.0
+
+
+
+
+
+
+ true
+
+ 1.0 1.0 1.0 1.0
+ 1.0 1.0 1.0 1.0
+ off
+
+
+ 0
+ 2d
+
+
+
+ clamp
+ clamp
+
+ true
+
+ Shaders/tree-ALS-shadow.vert
+ Shaders/noise.frag
+ Shaders/cloud-shadowfunc.frag
+ Shaders/tree-ALS-shadow.frag
+ Shaders/secondary_lights.frag
+ Shaders/hazes.frag
+
+
+ visibility
+ float
+
+
+
+ avisibility
+ float
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+ scattering
+ float
+
+
+
+ ground_scattering
+ float
+
+
+
+ cloud_self_shading
+ float
+
+
+
+ terminator
+ float
+
+
+
+ terrain_alt
+ float
+
+
+
+ overcast
+ float
+
+
+
+ eye_alt
+ float
+
+
+
+ dust_cover_factor
+ float
+
+
+
+ snow_level
+ float
+
+
+
+ season
+ float
+
+
+
+ cseason
+ float
+
+
+
+ WindE
+ float
+
+
+
+ WindN
+ float
+
+
+
+ air_pollution
+ float
+
+
+
+ view_pitch_offset
+ float
+
+
+
+ view_heading_offset
+ float
+
+
+
+ field_of_view
+ float
+
+
+
+ landing_light1_offset
+ float
+
+
+
+ landing_light2_offset
+ float
+
+
+
+ cloudpos1_x
+ float
+
+
+
+ cloudpos1_y
+ float
+
+
+
+ cloudpos2_x
+ float
+
+
+
+ cloudpos2_y
+ float
+
+
+
+ cloudpos3_x
+ float
+
+
+
+ cloudpos3_y
+ float
+
+
+
+ cloudpos4_x
+ float
+
+
+
+ cloudpos4_y
+ float
+
+
+
+ cloudpos5_x
+ float
+
+
+
+ cloudpos5_y
+ float
+
+
+
+ cloudpos6_x
+ float
+
+
+
+ cloudpos6_y
+ float
+
+
+
+ cloudpos7_x
+ float
+
+
+
+ cloudpos7_y
+ float
+
+
+
+ cloudpos8_x
+ float
+
+
+
+ cloudpos8_y
+ float
+
+
+
+ cloudpos9_x
+ float
+
+
+
+ cloudpos9_y
+ float
+
+
+
+ cloudpos10_x
+ float
+
+
+
+ cloudpos10_y
+ float
+
+
+
+ cloudpos11_x
+ float
+
+
+
+ cloudpos11_y
+ float
+
+
+
+ cloudpos12_x
+ float
+
+
+
+ cloudpos12_y
+ float
+
+
+
+ cloudpos13_x
+ float
+
+
+
+ cloudpos13_y
+ float
+
+
+
+ cloudpos14_x
+ float
+
+
+
+ cloudpos14_y
+ float
+
+
+
+ cloudpos15_x
+ float
+
+
+
+ cloudpos15_y
+ float
+
+
+
+ cloudpos16_x
+ float
+
+
+
+ cloudpos16_y
+ float
+
+
+
+ cloudpos17_x
+ float
+
+
+
+ cloudpos17_y
+ float
+
+
+
+ cloudpos18_x
+ float
+
+
+
+ cloudpos18_y
+ float
+
+
+
+ cloudpos19_x
+ float
+
+
+
+ cloudpos19_y
+ float
+
+
+
+ cloudpos20_x
+ float
+
+
+
+ cloudpos20_y
+ float
+
+
+
+ cloud_shadow_flag
+ int
+
+
+
+ use_searchlight
+ int
+
+
+
+ use_landing_light
+ int
+
+
+
+ use_alt_landing_light
+ int
+
+
+
+ display_xsize
+ int
+
+
+
+ display_ysize
+ int
+
+
+
+ num_deciduous_trees
+ int
+
+
+
+ use_forest_effect
+ bool
+
+
+
+ use_tree_shadows
+ bool
+
+
+
+ forest_effect_size
+ float
+
+
+
+ forest_effect_shape
+ float
+
+
+
+ texture
+ sampler-2d
+ 0
+
+
+ colorMode
+ int
+ 2
+
+
+ quality_level
+ int
+
+
+
+ tquality_level
+ int
+
+
+
+ wind_effects
+ int
+
+
+
+ forest_effects
+ int
+
+
+
+
+
@@ -484,6 +935,21 @@
int
+
+ use_forest_effect
+ bool
+
+
+
+ forest_effect_size
+ float
+
+
+
+ forest_effect_shape
+ float
+
+
texture
sampler-2d
@@ -909,7 +1375,22 @@
num_deciduous_trees
int
-
+
+
+ use_forest_effect
+ bool
+
+
+
+ forest_effect_size
+ float
+
+
+
+ forest_effect_shape
+ float
+
+
texture
sampler-2d
diff --git a/Shaders/tree-ALS-shadow.frag b/Shaders/tree-ALS-shadow.frag
new file mode 100644
index 000000000..03aa45136
--- /dev/null
+++ b/Shaders/tree-ALS-shadow.frag
@@ -0,0 +1,391 @@
+// -*-C++-*-
+
+// written by Thorsten Renk, Oct 2011, based on default.frag
+
+
+varying vec3 relPos;
+
+
+uniform sampler2D texture;
+
+
+varying float yprime_alt;
+
+varying float is_shadow;
+varying float autumn_flag;
+
+uniform float visibility;
+uniform float avisibility;
+uniform float scattering;
+uniform float ground_scattering;
+uniform float cloud_self_shading;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float hazeLayerAltitude;
+uniform float overcast;
+uniform float eye_alt;
+uniform float dust_cover_factor;
+uniform float air_pollution;
+uniform float landing_light1_offset;
+uniform float landing_light2_offset;
+uniform float cseason;
+
+uniform int use_searchlight;
+uniform int use_landing_light;
+uniform int use_alt_landing_light;
+uniform int quality_level;
+uniform int tquality_level;
+
+
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+float alt;
+float mie_angle;
+
+
+float light_distance_fading(in float dist);
+float fog_backscatter(in float avisibility);
+float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
+
+vec3 searchlight();
+vec3 landing_light(in float offset);
+vec3 get_hazeColor(in float light_arg);
+
+float luminance(vec3 color)
+{
+ return dot(vec3(0.212671, 0.715160, 0.072169), color);
+}
+
+
+float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
+{
+x = x - 0.5;
+
+// use the asymptotics to shorten computations
+if (x > 30.0) {return e;}
+if (x < -15.0) {return 0.0;}
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+// this determines how light is attenuated in the distance
+// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
+// for distance > visibility
+
+float tree_fog_func (in float targ)
+{
+
+
+float fade_mix;
+
+// for large altitude > 30 km, we switch to some component of quadratic distance fading to
+// create the illusion of improved visibility range
+
+targ = 1.25 * targ * smoothstep(0.07,0.1,targ); // need to sync with the distance to which terrain is drawn
+
+
+if (alt < 30000.0)
+ {return exp(-targ - targ * targ * targ * targ);}
+else if (alt < 50000.0)
+ {
+ fade_mix = (alt - 30000.0)/20000.0;
+ return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
+ }
+else
+ {
+ return exp(- targ * targ - pow(targ,4.0));
+ }
+
+}
+
+float rand2D(in vec2 co){
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
+}
+
+
+float simple_interpolate(in float a, in float b, in float x)
+{
+return a + smoothstep(0.0,1.0,x) * (b-a);
+}
+
+float interpolatedNoise2D(in float x, in float y)
+{
+ float integer_x = x - fract(x);
+ float fractional_x = x - integer_x;
+
+ float integer_y = y - fract(y);
+ float fractional_y = y - integer_y;
+
+ float v1 = rand2D(vec2(integer_x, integer_y));
+ float v2 = rand2D(vec2(integer_x+1.0, integer_y));
+ float v3 = rand2D(vec2(integer_x, integer_y+1.0));
+ float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
+
+ float i1 = simple_interpolate(v1 , v2 , fractional_x);
+ float i2 = simple_interpolate(v3 , v4 , fractional_x);
+
+ return simple_interpolate(i1 , i2 , fractional_y);
+}
+
+
+
+float Noise2D(in vec2 coord, in float wavelength)
+{
+return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
+
+}
+
+void main()
+{
+
+ if (is_shadow > 1.0) {discard;}
+ vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
+
+
+
+ vec3 lightDir = gl_LightSource[0].position.xyz;
+ float intensity;
+
+ mie_angle = gl_Color.a;
+ vec4 texel = texture2D(texture, gl_TexCoord[0].st);
+
+ // angle with horizon
+ float dist = length(relPos);
+ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
+
+ // determine tree shadow properties
+ if (is_shadow>0.0)
+ {
+ if (ct > -0.1) {discard;} // we eliminate shadows above the camera to avoid artifacts
+ float illumination = length(gl_Color.rgb);
+ texel = vec4 (0.1,0.1,0.1,texel.a);
+ texel.a *= illumination;// * smoothstep(0.0, 0.2, is_shadow);
+ texel.a *=0.6 * smoothstep(0.5,0.8,scattering);
+ texel.a = min(0.8, texel.a);
+ }
+
+ float effective_scattering = min(scattering, cloud_self_shading);
+
+
+ if (quality_level > 3)
+ {
+ // seasonal color changes
+
+ if ((cseason < 1.5)&& (autumn_flag > 0.0) && (is_shadow <0.0))
+ {
+ texel.r = min(1.0, (1.0 + 5.0 *cseason * autumn_flag ) * texel.r);
+ texel.b = max(0.0, (1.0 - 8.0 * cseason) * texel.b);
+ }
+
+ // mix dust
+ vec4 dust_color = vec4 (0.76, 0.71, 0.56, texel.a);
+
+ texel = mix(texel, dust_color, clamp(0.6 * dust_cover_factor ,0.0, 1.0) );
+ }
+
+
+// ALS secondary light sources
+
+ vec3 secondary_light = vec3 (0.0,0.0,0.0);
+
+ if ((quality_level>5) && (tquality_level>5))
+ {
+ if (use_searchlight == 1)
+ {
+ secondary_light += searchlight();
+ }
+ if (use_landing_light == 1)
+ {
+ secondary_light += landing_light(landing_light1_offset);
+ }
+ if (use_alt_landing_light == 1)
+ {
+ secondary_light += landing_light(landing_light2_offset);
+ }
+ }
+
+ vec4 fragColor = vec4 (gl_Color.rgb +secondary_light * light_distance_fading(dist),1.0) * texel;
+
+
+// Rayleigh haze
+
+float lightArg = (terminator-yprime_alt)/100000.0;
+vec3 hazeColor = get_hazeColor(lightArg);
+
+// Rayleigh color shift due to in-scattering
+
+ if ((quality_level > 5) && (tquality_level > 5))
+ {
+ float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
+ float lightIntensity = length(hazeColor * effective_scattering) * rShade;
+ vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
+ float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
+ fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
+ }
+
+
+
+
+// here comes the terrain haze model
+
+
+float delta_z = hazeLayerAltitude - eye_alt;
+
+
+if (dist > max(40.0, 0.07 * min(visibility,avisibility)))
+{
+
+alt = eye_alt;
+
+
+
+float transmission;
+float vAltitude;
+float delta_zv;
+float H;
+float distance_in_layer;
+float transmission_arg;
+
+
+
+
+// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
+
+if (delta_z > 0.0) // we're inside the layer
+ {
+ if (ct < 0.0) // we look down
+ {
+ distance_in_layer = dist;
+ vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
+ delta_zv = delta_z - vAltitude;
+ }
+ else // we may look through upper layer edge
+ {
+ H = dist * ct;
+ if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
+ else {distance_in_layer = dist;}
+ vAltitude = min(distance_in_layer,visibility) * ct;
+ delta_zv = delta_z - vAltitude;
+ }
+ }
+ else // we see the layer from above, delta_z < 0.0
+ {
+ H = dist * -ct;
+ if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
+ {
+ distance_in_layer = 0.0;
+ delta_zv = 0.0;
+ }
+ else
+ {
+ vAltitude = H + delta_z;
+ distance_in_layer = vAltitude/H * dist;
+ vAltitude = min(distance_in_layer,visibility) * (-ct);
+ delta_zv = vAltitude;
+ }
+ }
+
+
+// blur of the haze layer edge
+
+float blur_thickness = 50.0;
+float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist;
+float ctlayer;
+float ctblur = 0.035 ;
+
+float blur_dist;
+
+if ((abs(delta_z) < 400.0)&&(quality_level>5)&&(tquality_level>5))
+ {
+ ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01;
+ blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z);
+ blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct));
+ distance_in_layer = max(distance_in_layer, blur_dist);
+ }
+
+// ground haze cannot be thinner than aloft visibility in the model,
+// so we need to use aloft visibility otherwise
+
+
+transmission_arg = (dist-distance_in_layer)/avisibility;
+
+
+float eqColorFactor;
+
+//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt);
+
+if (visibility < avisibility)
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/visibility);
+ // this combines the Weber-Fechner intensity
+ eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
+
+ }
+else
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/avisibility);
+ // this combines the Weber-Fechner intensity
+ eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
+ }
+
+
+
+transmission = tree_fog_func(transmission_arg);
+
+// there's always residual intensity, we should never be driven to zero
+if (eqColorFactor < 0.2) eqColorFactor = 0.2;
+
+
+
+
+// now dim the light for haze
+float eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
+
+// Mie-like factor
+
+if (lightArg < 10.0)
+ {intensity = length(hazeColor);
+ float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
+ hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
+ }
+
+// high altitude desaturation of the haze color
+
+intensity = length(hazeColor);
+hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
+
+// blue hue of haze
+
+hazeColor.x = hazeColor.x * 0.83;
+hazeColor.y = hazeColor.y * 0.9;
+
+
+// additional blue in indirect light
+float fade_out = max(0.65 - 0.3 *overcast, 0.45);
+intensity = length(hazeColor);
+hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
+
+// change haze color to blue hue for strong fogging
+
+hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
+
+
+
+// determine the right mix of transmission and haze
+
+hazeColor = clamp(hazeColor,0.0,1.0);
+fragColor.rgb = mix(eqColorFactor * hazeColor * eShade + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
+
+gl_FragColor = fragColor;
+
+}
+else // if dist < 40.0 no fogging at all
+{
+
+gl_FragColor = fragColor;
+}
+
+//gl_FragColor.rgb = gl_SecondaryColor.rgb;
+}
+
diff --git a/Shaders/tree-ALS-shadow.vert b/Shaders/tree-ALS-shadow.vert
new file mode 100644
index 000000000..d8b5307e6
--- /dev/null
+++ b/Shaders/tree-ALS-shadow.vert
@@ -0,0 +1,329 @@
+// -*-C++-*-
+
+
+// Shader that uses OpenGL state values to do per-pixel lighting
+//
+// The only light used is gl_LightSource[0], which is assumed to be
+// directional.
+//
+// Diffuse colors come from the gl_Color, ambient from the material. This is
+// equivalent to osg::Material::DIFFUSE.
+// Haze part added by Thorsten Renk, Oct. 2011
+
+
+#define MODE_OFF 0
+#define MODE_DIFFUSE 1
+#define MODE_AMBIENT_AND_DIFFUSE 2
+
+// The constant term of the lighting equation that doesn't depend on
+// the surface normal is passed in gl_{Front,Back}Color. The alpha
+// component is set to 1 for front, 0 for back in order to work around
+// bugs with gl_FrontFacing in the fragment shader.
+
+
+varying vec3 relPos;
+varying float yprime_alt;
+varying float is_shadow;
+varying float autumn_flag;
+
+uniform int colorMode;
+uniform int wind_effects;
+uniform int forest_effects;
+uniform int num_deciduous_trees;
+uniform float hazeLayerAltitude;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float avisibility;
+uniform float visibility;
+uniform float overcast;
+uniform float ground_scattering;
+uniform float snow_level;
+uniform float season;
+uniform float forest_effect_size;
+uniform float forest_effect_shape;
+uniform float WindN;
+uniform float WindE;
+
+uniform bool use_tree_shadows;
+uniform bool use_forest_effect;
+
+uniform float osg_SimulationTime;
+
+uniform int cloud_shadow_flag;
+
+float earthShade;
+float mie_angle;
+
+float shadow_func (in float x, in float y, in float noise, in float dist);
+float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
+
+// This is the value used in the skydome scattering shader - use the same here for consistency?
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
+{
+//x = x - 0.5;
+
+// use the asymptotics to shorten computations
+if (x < -15.0) {return 0.0;}
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+
+void main()
+{
+
+ //vec4 light_diffuse;
+ vec4 light_ambient;
+
+ vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
+
+ float yprime;
+ float lightArg;
+ float intensity;
+ float vertex_alt;
+ float scattering;
+ is_shadow = -1.0;
+
+ // establish coordinates relative to sun position
+
+ vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
+ vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
+
+// this code is copied from tree.vert
+
+ float numVarieties = gl_Normal.z;
+ float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
+
+// determine whether the tree changes color in autumn
+ if (texFract < float(num_deciduous_trees)/float(numVarieties)) {autumn_flag = 0.5 + fract(gl_Color.x);}
+ else {autumn_flag = 0.0;}
+
+ texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
+
+ // Determine the rotation for the tree. The Fog Coordinate provides rotation information
+ // to rotate one of the quands by 90 degrees. We then apply an additional position seed
+ // so that trees aren't all oriented N/S
+ float sr;
+ float cr;
+ sr = sin(gl_FogCoord + gl_Color.x);
+ cr = cos(gl_FogCoord + gl_Color.x);
+
+ if (gl_FogCoord < 0.0)
+ {
+ sr = dot(lightHorizon.xy, vec2 (0.0,1.0));
+ cr = dot(lightHorizon.xy, vec2 (-1.0,0.0));
+ }
+
+
+ gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
+
+ // Determine the y texture coordinate based on whether it's summer, winter, snowy.
+ gl_TexCoord[0].y = gl_TexCoord[0].y + 0.25 * step(snow_level, gl_Color.z) + 0.5 * season;
+
+ // scaling
+ vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
+
+ // Rotation of the generic quad to specific one for the tree.
+ position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
+
+
+ // Shear by wind. Note that this only applies to the top vertices
+ if (wind_effects > 0)
+ {
+ position.x = position.x + position.z * (sin(osg_SimulationTime * 1.8 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.0025 * WindN;
+ position.y = position.y + position.z * (sin(osg_SimulationTime * 1.8 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.0025 * WindE;
+ }
+
+
+
+
+
+
+ // Scale by random domains
+ float voronoi;
+ if ((forest_effects > 0)&& use_forest_effect)
+ {
+ voronoi = 0.5 + 1.0 * VoronoiNoise2D(gl_Color.xy, forest_effect_size, forest_effect_shape, forest_effect_shape);
+ position.xyz = position.xyz * voronoi;
+ }
+
+ // check if this is a shadow quad
+ if ((gl_FogCoord <0.0)&&(use_tree_shadows))
+ {
+ is_shadow = 1.0;
+ float sinAlpha = dot(lightFull, vec3 (0.0,0.0,1.0));
+ float cosAlpha = sqrt(1.0 - sinAlpha*sinAlpha);
+ float slope = dot(gl_SecondaryColor.xyz, vec3(0.0,0.0,1.0));
+ //float slope = 1.0;
+ position.x += position.z * clamp(cosAlpha/sinAlpha,-5.0,5.0) * -dot(lightHorizon.xy, vec2(1.0,0.0));
+ position.y += position.z * clamp(cosAlpha/sinAlpha,-5.0,5.0) * -dot(lightHorizon.xy, vec2 (0.0,1.0));
+ if (position.z > 3.0) // we deal with an upper vertex
+ {
+ vec3 terrainNormal = gl_SecondaryColor.xyz;
+ position.z = 0.4 + 10.0*(1.0 - slope) ;
+ float sinPhi = dot(terrainNormal, vec3(1.0,0.0,0.0));
+ float sinPsi = dot(terrainNormal, vec3(0.0,1.0,0.0));
+ position.z -= position.x * sinPhi;
+ position.z -= position.y * sinPsi;
+ }
+ else
+ {position.z = 0.4 + 10.0* (1.0-slope);}
+
+ }
+
+
+ // Move to correct location (stored in gl_Color)
+ position = position + gl_Color.xyz;
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
+
+ vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
+ //normal = normalize(-ecPosition);
+
+ //float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));
+
+
+ //vec4 diffuse_color = gl_FrontMaterial.diffuse * max(0.1, n);
+ //diffuse_color.a = 1.0;
+ vec4 ambient_color = gl_FrontMaterial.ambient;
+
+ // here start computations for the haze layer
+ // we need several geometrical quantities
+
+ // first current altitude of eye position in model space
+ vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
+
+ // and relative position to vector
+ relPos = position - ep.xyz;
+
+ // unfortunately, we need the distance in the vertex shader, although the more accurate version
+ // is later computed in the fragment shader again
+ float dist = length(relPos);
+
+ // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
+ vertex_alt = max(position.z,100.0);
+ scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
+
+ // check whether we should see a shadow
+
+ if (is_shadow >0.0)
+ {
+ float view_angle = dot ((gl_SecondaryColor.xyz), normalize(relPos));
+ if (view_angle < 0.0) {is_shadow = -view_angle;}
+ else {is_shadow = 5.0;}
+
+ // the surface element will be in shadow
+ if (dot(normalize(lightFull),(gl_SecondaryColor.xyz)) < 0.0)
+ { is_shadow = 5.0;}
+ }
+
+ // branch dependent on daytime
+
+if (terminator < 1000000.0) // the full, sunrise and sunset computation
+{
+
+ // yprime is the distance of the vertex into sun direction
+ yprime = -dot(relPos, lightHorizon);
+
+ // this gets an altitude correction, higher terrain gets to see the sun earlier
+ yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
+
+ // two times terminator width governs how quickly light fades into shadow
+ // now the light-dimming factor
+ earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
+
+ // parametrized version of the Flightgear ground lighting function
+ lightArg = (terminator-yprime_alt)/100000.0;
+
+ // directional scattering for low sun
+ if (lightArg < 10.0)
+ {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
+ else
+ {mie_angle = 1.0;}
+
+
+ light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
+
+
+
+
+
+
+// correct ambient light intensity and hue before sunrise
+if (earthShade < 0.5)
+ {
+ //light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
+ intensity = length(light_ambient.rgb);
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
+
+
+ }
+
+
+// the haze gets the light at the altitude of the haze top if the vertex in view is below
+// but the light at the vertex if the vertex is above
+
+vertex_alt = max(vertex_alt,hazeLayerAltitude);
+
+if (vertex_alt > hazeLayerAltitude)
+ {
+ if (dist > 0.8 * avisibility)
+ {
+ vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+ }
+else
+ {
+ vertex_alt = hazeLayerAltitude;
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+
+}
+else // the faster, full-day version without lightfields
+{
+
+
+ earthShade = 1.0;
+ mie_angle = 1.0;
+
+ if (terminator > 3000000.0)
+ {light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
+ else
+ {
+
+ lightArg = (terminator/100000.0 - 10.0)/20.0;
+
+ light_ambient.r = 0.316 + lightArg * 0.016;
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
+ }
+
+
+ yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
+}
+
+ light_ambient.rgb = light_ambient.rgb * (1.0 + smoothstep(1000000.0, 3000000.0,terminator));
+
+// tree shader lighting
+
+if (cloud_shadow_flag == 1)
+ {light_ambient.rgb = light_ambient.rgb * (0.5 + 0.5 * shadow_func(relPos.x, relPos.y, 1.0, dist));}
+
+
+ //vec4 ambientColor = gl_FrontLightModelProduct.sceneColor +
+ //gl_FrontColor = ambientColor;
+ gl_FrontColor = light_ambient * gl_FrontMaterial.ambient;
+ gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
+
+ //gl_FrontSecondaryColor = vec4 (1.0,1.0,1.0,1.0) * 5.0*(1.0-dot(gl_SecondaryColor.rgb, vec3 (0.0,0.0,1.0)));
+ //gl_BackSecondaryColor = vec4 (1.0,1.0,1.0,1.0) * 5.0 * (1.0-dot(gl_SecondaryColor.rgb, vec3 (0.0,0.0,1.0)));
+
+}
+
diff --git a/Shaders/tree-ALS.vert b/Shaders/tree-ALS.vert
index 2da7e3a82..1e4daac6d 100644
--- a/Shaders/tree-ALS.vert
+++ b/Shaders/tree-ALS.vert
@@ -37,6 +37,8 @@ uniform float overcast;
uniform float ground_scattering;
uniform float snow_level;
uniform float season;
+uniform float forest_effect_size;
+uniform float forest_effect_shape;
uniform float WindN;
uniform float WindE;
@@ -44,6 +46,8 @@ uniform float osg_SimulationTime;
uniform int cloud_shadow_flag;
+uniform bool use_forest_effect;
+
float earthShade;
float mie_angle;
@@ -116,9 +120,9 @@ void main()
// Scale by random domains
float voronoi;
- if (forest_effects > 0)
+ if ((forest_effects > 0)&& use_forest_effect)
{
- voronoi = 0.5 + 1.0 * VoronoiNoise2D(gl_Color.xy, 200.0, 1.5, 1.5);
+ voronoi = 0.5 + 1.0 * VoronoiNoise2D(gl_Color.xy, forest_effect_size, forest_effect_shape, forest_effect_shape);
position.xyz = position.xyz * voronoi;
}
diff --git a/gui/dialogs/rendering.xml b/gui/dialogs/rendering.xml
index 0b3e739f2..23340862a 100644
--- a/gui/dialogs/rendering.xml
+++ b/gui/dialogs/rendering.xml
@@ -363,6 +363,38 @@
+
+
+
+ /sim/rendering/shaders/skydome
+
+ 5
+ 0
+ left
+
+ tree-shadows
+ /sim/rendering/random-vegetation-shadows
+
+ dialog-apply
+ tree-shadows
+
+
+
+
+
+ /sim/rendering/shaders/skydome
+
+ 5
+ 1
+ 3
+
+ 1.0
+ 0.6
+ 0.6
+
+
+
+
@@ -635,7 +667,7 @@
0
left
-
+
skydome-scattering
@@ -798,6 +830,7 @@
"/sim/rendering/random-buildings",
"/sim/rendering/random-objects",
"/sim/rendering/random-vegetation",
+ "/sim/rendering/random-vegetation-shadows",
"/sim/rendering/vegetation-density",
"/sim/rendering/clouds3d-enable",
"/sim/rendering/clouds3d-density"];
diff --git a/preferences.xml b/preferences.xml
index 37cf11501..e05960f9f 100644
--- a/preferences.xml
+++ b/preferences.xml
@@ -174,6 +174,8 @@ Started September 2000 by David Megginson, david@megginson.com
true
true
+ false
+ false
1.0
false
1.0