diff --git a/Effects/ws30.eff b/Effects/ws30.eff
index f386b7639..bff135719 100644
--- a/Effects/ws30.eff
+++ b/Effects/ws30.eff
@@ -1450,147 +1450,6 @@
     </pass>
   </technique>
 
-
-  <!-- Photoscenery -->
-  <technique n="4">
-    <predicate>
-      <and>
-        <and>
-          <property>/sim/rendering/photoscenery/enabled</property>
-        </and>
-        <or>
-          <less-equal>
-            <value type="float">2.0</value>
-            <glversion/>
-          </less-equal>
-          <and>
-            <extension-supported>GL_ARB_shader_objects</extension-supported>
-            <extension-supported>GL_ARB_shading_language_100</extension-supported>
-            <extension-supported>GL_ARB_vertex_shader</extension-supported>
-            <extension-supported>GL_ARB_fragment_shader</extension-supported>
-          </and>
-        </or>
-      </and>
-    </predicate>
-
-    <pass>
-      <lighting>true</lighting>
-      <material>
-        <ambient><use>material/ambient</use></ambient>
-        <diffuse><use>material/diffuse</use></diffuse>
-        <specular><use>material/specular</use></specular>
-        <emissive><use>material/emissive</use></emissive>
-        <shininess><use>material/shininess</use></shininess>
-        <color-mode>ambient-and-diffuse</color-mode>
-      </material>
-      <blend><use>transparent</use></blend>
-      <alpha-test><use>transparent</use></alpha-test>
-      <shade-model>smooth</shade-model>
-      <cull-face>back</cull-face>
-      <render-bin>
-        <bin-number><use>render-bin/bin-number</use></bin-number>
-        <bin-name><use>render-bin/bin-name</use></bin-name>
-      </render-bin>
-      <texture-unit>
-        <unit>0</unit>
-		<type><use>texture[0]/type</use></type>
-        <image><use>texture[0]/image</use></image>
-        <filter><use>texture[0]/filter</use></filter>
-        <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
-        <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
-        <internal-format><use>texture[0]/internal-format</use></internal-format>
-      </texture-unit>
-      <program>
-        <vertex-shader>Shaders/include_fog.vert</vertex-shader>
-        <vertex-shader>Shaders/default.vert</vertex-shader>
-        <vertex-shader>Shaders/shadows-include.vert</vertex-shader>
-        <fragment-shader>Shaders/ws30-photo.frag</fragment-shader>
-        <fragment-shader>Shaders/include_fog.frag</fragment-shader>
-        <fragment-shader>Shaders/shadows-include.frag</fragment-shader>
-        <fragment-shader>Shaders/clustered-include.frag</fragment-shader>
-        <attribute>
-          <name>orthophotoTexCoord</name>
-          <index>14</index>
-        </attribute>
-      </program>
-      <uniform>
-        <name>visibility</name>
-        <type>float</type>
-        <value><use>visibility</use></value>
-      </uniform>
-      <uniform>
-        <name>avisibility</name>
-        <type>float</type>
-        <value><use>avisibility</use></value>
-      </uniform>
-      <uniform>
-        <name>hazeLayerAltitude</name>
-        <type>float</type>
-        <value><use>lthickness</use></value>
-      </uniform>
-      <uniform>
-        <name>scattering</name>
-        <type>float</type>
-        <value><use>scattering</use></value>
-      </uniform>
-      <uniform>
-        <name>terminator</name>
-        <type>float</type>
-        <value><use>terminator</use></value>
-      </uniform>
-      <uniform>
-        <name>fogType</name>
-        <type>int</type>
-        <value><use>fogtype</use></value>
-      </uniform>
-      <uniform>
-        <name>texture</name>
-        <type>sampler-2d</type>
-        <value type="int">0</value>
-      </uniform>
-      <uniform>
-        <name>colorMode</name>
-        <type>int</type>
-        <value>2</value>
-        <!-- AMBIENT_AND_DIFFUSE -->
-      </uniform>
-      <uniform>
-        <name>orthophotoTexture</name>
-        <type>sampler-2d</type>
-        <value type="int">15</value>
-      </uniform>
-      <!-- BEGIN shadows include -->
-      <uniform>
-        <name>shadow_tex</name>
-        <type>sampler-2d</type>
-        <value type="int">10</value>
-      </uniform>
-      <uniform>
-        <name>shadows_enabled</name>
-        <type>bool</type>
-        <value>
-          <use>shadows_enabled</use>
-        </value>
-      </uniform>
-      <uniform>
-        <name>sun_atlas_size</name>
-        <type>int</type>
-        <value>
-          <use>sun_atlas_size</use>
-        </value>
-      </uniform>
-      <!-- END shadows include -->
-      <depth>
-        <function>lequal</function>
-    <!--    <write-mask type="bool">false</write-mask> -->
-      </depth>
-    </pass>
-  </technique>
-
-
-
-
-
   <!-- Non-ALS technique with texture rotation -->
   <technique n="11">
     <predicate>
diff --git a/Shaders/ws30-ALS-detailed.frag b/Shaders/ws30-ALS-detailed.frag
index d33ade054..9723d5d24 100644
--- a/Shaders/ws30-ALS-detailed.frag
+++ b/Shaders/ws30-ALS-detailed.frag
@@ -86,7 +86,8 @@ uniform float hires_overlay_bias;
 uniform int quality_level;
 uniform int tquality_level;
 
-//uniform bool orthophotoAvailable;
+// Passed from VPBTechnique, not the Effect
+uniform bool photoScenery;
 
 const float EarthRadius = 5800000.0;
 const float terminator_width = 200000.0;
@@ -307,33 +308,31 @@ float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
   // Look up texture coordinates and scale of ground textures
 
   // Landclass for this fragment
+  if (photoScenery) {
+		texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
+  } else {
+    texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
 
-  texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
+    // Mix texels - to work consistently it needs a more preceptual interpolation than mix()
+    if (num_unique_neighbors != 0)
+    {
+      // Closest neighbor landclass
+      vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
 
-
-  // Mix texels - to work consistently it needs a more preceptual interpolation than mix()
-  if (num_unique_neighbors != 0)
-  {
-     // Closest neighbor landclass
-     vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
-
-
-     // Neighbor contributions
-     vec4 texel_nc=texel_closest;
+      // Neighbor contributions
+      vec4 texel_nc=texel_closest;
 
       if (num_unique_neighbors > 1)
       {
-         // 2nd Closest neighbor landclass
-         vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
+        // 2nd Closest neighbor landclass
+        vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
                                     dx, dy);
 
-
-         texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
+        texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
       }
 
-     texel = mix(texel, texel_nc, mfact[0]);
-
-
+      texel = mix(texel, texel_nc, mfact[0]);
+    }
   }
 
   // Testing code: mix with green to show values of variables at each point
diff --git a/Shaders/ws30-ALS-ultra.frag b/Shaders/ws30-ALS-ultra.frag
index 704ab1e9c..c1a6f2343 100644
--- a/Shaders/ws30-ALS-ultra.frag
+++ b/Shaders/ws30-ALS-ultra.frag
@@ -107,7 +107,8 @@ uniform int use_alt_landing_light;
 // Testing code: Currently hardcoded to 2000, to allow noise functions to run while waiting for landclass lookup(s)
 uniform int swatch_size;  //in metres, typically 1000 or 2000
 
-//uniform bool orthophotoAvailable;
+// Passed from VPBTechnique, not the Effect
+uniform bool photoScenery;
 
 const float EarthRadius = 5800000.0;
 const float terminator_width = 200000.0;
@@ -402,33 +403,31 @@ float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),
   // Look up texture coordinates and scale of ground textures
 
   // Landclass for this fragment
+  if (photoScenery) {
+		texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
+  } else {
+    texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
 
-  texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
+    // Mix texels - to work consistently it needs a more preceptual interpolation than mix()
+    if (num_unique_neighbors != 0)
+    {
+      // Closest neighbor landclass
+      vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
 
-
-  // Mix texels - to work consistently it needs a more preceptual interpolation than mix()
-  if (num_unique_neighbors != 0)
-  {
-     // Closest neighbor landclass
-     vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
-
-
-     // Neighbor contributions
-     vec4 texel_nc=texel_closest;
+      // Neighbor contributions
+      vec4 texel_nc=texel_closest;
 
       if (num_unique_neighbors > 1)
       {
-         // 2nd Closest neighbor landclass
-         vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
+        // 2nd Closest neighbor landclass
+        vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
                                     dx, dy);
 
-
-         texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
+        texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
       }
 
-     texel = mix(texel, texel_nc, mfact[0]);
-
-
+      texel = mix(texel, texel_nc, mfact[0]);
+    }
   }
 
   // Testing code: mix with green to show values of variables at each point
diff --git a/Shaders/ws30-ALS.frag b/Shaders/ws30-ALS.frag
index 74f330f9f..d9a6fe25d 100644
--- a/Shaders/ws30-ALS.frag
+++ b/Shaders/ws30-ALS.frag
@@ -69,6 +69,7 @@ uniform float cloud_self_shading;
 uniform int tile_level;
 uniform float tile_width;
 uniform float tile_height;
+uniform bool photoScenery;
 
 const float EarthRadius = 5800000.0;
 const float terminator_width = 200000.0;
@@ -269,34 +270,32 @@ void main()
 
   // Look up texture coordinates and scale of ground textures
 
-  // Landclass for this fragment
+  if (photoScenery) {
+		texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
+  } else {
+    // Landclass for this fragment
+    texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
 
-  texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
+    // Mix texels - to work consistently it needs a more preceptual interpolation than mix()
+    if (num_unique_neighbors != 0)
+    {
+      // Closest neighbor landclass
+      vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
 
-
-  // Mix texels - to work consistently it needs a more preceptual interpolation than mix()
-  if (num_unique_neighbors != 0)
-  {
-     // Closest neighbor landclass
-     vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
-
-
-     // Neighbor contributions
-     vec4 texel_nc=texel_closest;
+      // Neighbor contributions
+      vec4 texel_nc=texel_closest;
 
       if (num_unique_neighbors > 1)
       {
-         // 2nd Closest neighbor landclass
-         vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
+        // 2nd Closest neighbor landclass
+        vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
                                     dx, dy);
 
-
-         texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
+        texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
       }
 
-     texel = mix(texel, texel_nc, mfact[0]);
-
-
+      texel = mix(texel, texel_nc, mfact[0]);
+    }
   }
 
   // Testing code: mix with green to show values of variables at each point
diff --git a/Shaders/ws30-photo.frag b/Shaders/ws30-photo.frag
deleted file mode 100644
index a707c362c..000000000
--- a/Shaders/ws30-photo.frag
+++ /dev/null
@@ -1,68 +0,0 @@
-// -*-C++-*-
-
-// Ambient term comes in gl_Color.rgb.
-#version 120
-
-varying vec4 diffuse_term;
-varying vec3 normal;
-varying vec2 orthoTexCoord;
-varying vec4 ecPosition;
-
-uniform sampler2D texture;
-
-////fog "include" /////
-uniform int fogType;
-
-uniform bool orthophotoAvailable;
-
-vec3 fog_Func(vec3 color, int type);
-//////////////////////
-
-float getShadowing();
-vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
-
-float luminance(vec3 color)
-{
-    return dot(vec3(0.212671, 0.715160, 0.072169), color);
-}
-
-void main()
-{
-    vec3 n;
-    float NdotL, NdotHV, fogFactor;
-    vec4 color = gl_Color;
-    vec3 lightDir = gl_LightSource[0].position.xyz;
-    vec3 halfVector = gl_LightSource[0].halfVector.xyz;
-    vec4 texel;
-    vec4 fragColor;
-    vec4 specular = vec4(0.0);
-
-    // If gl_Color.a == 0, this is a back-facing polygon and the
-    // normal should be reversed.
-    n = (2.0 * gl_Color.a - 1.0) * normal;
-    n = normalize(n);
-
-    NdotL = dot(n, lightDir);
-    if (NdotL > 0.0) {
-        float shadowmap = getShadowing();
-        color += diffuse_term * NdotL * shadowmap;
-        NdotHV = max(dot(n, halfVector), 0.0);
-        if (gl_FrontMaterial.shininess > 0.0)
-            specular.rgb = (gl_FrontMaterial.specular.rgb
-                            * gl_LightSource[0].specular.rgb
-                            * pow(NdotHV, gl_FrontMaterial.shininess)
-                            * shadowmap);
-    }
-    color.a = diffuse_term.a;
-    // This shouldn't be necessary, but our lighting becomes very
-    // saturated. Clamping the color before modulating by the texture
-    // is closer to what the OpenGL fixed function pipeline does.
-    color = clamp(color, 0.0, 1.0);
-    texel = texture2D(texture, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
-
-    fragColor = color * texel + specular;
-    fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
-
-    fragColor.rgb = fog_Func(fragColor.rgb, fogType);
-    gl_FragColor = fragColor;
-}
diff --git a/Shaders/ws30-q1.frag b/Shaders/ws30-q1.frag
index e30250686..962535180 100644
--- a/Shaders/ws30-q1.frag
+++ b/Shaders/ws30-q1.frag
@@ -16,6 +16,7 @@ uniform sampler2D perlin;
 // Passed from VPBTechnique, not the Effect
 uniform float tile_width;
 uniform float tile_height;
+uniform bool photoScenery;
 
 // See include_fog.frag
 uniform int fogType;
@@ -27,10 +28,8 @@ void main()
     vec3 halfVector = gl_LightSource[0].halfVector.xyz;
     vec4 texel;
     vec4 fragColor;
-
-    // The Landclass for this particular fragment.  This can be used to
-	// index into the atlas textures.
-    int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
+	vec4 color =    vec4(0.9, 0.9, 0.9, 1.0);
+	vec4 specular = vec4(0.1, 0.1, 0.1, 1.0);
 
     // If gl_Color.a == 0, this is a back-facing polygon and the
     // normal should be reversed.
@@ -39,25 +38,33 @@ void main()
     float NdotL = dot(n, lightDir);
 	float NdotHV = max(dot(n, halfVector), 0.0);
 
-	// Different textures have different have different dimensions.
-	// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
-	vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
-	vec4 specular = texture(specularArray, float(lc)/512.0);
-	vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
-	vec2 atlas_scale =  vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
-	vec2 st = atlas_scale * gl_TexCoord[0].st;
+	if (photoScenery) {
+		texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
+	} else {
+		// The Landclass for this particular fragment.  This can be used to
+		// index into the atlas textures.
+		int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
 
-	// Rotate texture using the perlin texture as a mask to reduce tiling
-	if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
-		st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
+		// Different textures have different have different dimensions.
+		// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
+		//color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
+		//specular = texture(specularArray, float(lc)/512.0);
+		vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
+		vec2 atlas_scale =  vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
+		vec2 st = atlas_scale * gl_TexCoord[0].st;
+
+		// Rotate texture using the perlin texture as a mask to reduce tiling
+		if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
+			st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
+		}
+
+		if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
+			st = -st;
+		}
+
+		texel = texture(atlas, vec3(st, lc));
 	}
 
-	if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
-		st = -st;
-	}
-
-	texel = texture(atlas, vec3(st, lc));
-
     fragColor = color * texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;
 
 	fragColor.rgb = fog_Func(fragColor.rgb, fogType);
diff --git a/Shaders/ws30.frag b/Shaders/ws30.frag
index 90c02e362..5bb8248b0 100644
--- a/Shaders/ws30.frag
+++ b/Shaders/ws30.frag
@@ -15,6 +15,7 @@ uniform sampler1D specularArray;
 // Passed from VPBTechnique, not the Effect
 uniform float tile_width;
 uniform float tile_height;
+uniform bool photoScenery;
 
 // See include_fog.frag
 uniform int fogType;
@@ -26,10 +27,8 @@ void main()
     vec3 halfVector = gl_LightSource[0].halfVector.xyz;
     vec4 texel;
     vec4 fragColor;
-
-    // The Landclass for this particular fragment.  This can be used to
-	// index into the atlas textures.
-    int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
+	vec4 color =    vec4(0.9, 0.9, 0.9, 1.0);
+	vec4 specular = vec4(0.1, 0.1, 0.1, 1.0);
 
     // If gl_Color.a == 0, this is a back-facing polygon and the
     // normal should be reversed.
@@ -38,14 +37,22 @@ void main()
     float NdotL = dot(n, lightDir);
 	float NdotHV = max(dot(n, halfVector), 0.0);
 
-	// Different textures have different have different dimensions.
-	// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
-	vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
-	vec4 specular = texture(specularArray, float(lc)/512.0);
-	vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
-	vec2 atlas_scale =  vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
+	if (photoScenery) {
+		texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
+	} else {
+		// The Landclass for this particular fragment.  This can be used to
+		// index into the atlas textures.
+		int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
 
-	texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
+		// Different textures have different have different dimensions.
+		// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
+		//color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
+		//specular = texture(specularArray, float(lc)/512.0);
+		vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
+		vec2 atlas_scale =  vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
+
+		texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
+	}
 
     fragColor = color * texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;