diff --git a/Effects/cloud.eff b/Effects/cloud.eff
index bb6d3c31e..8ac147507 100644
--- a/Effects/cloud.eff
+++ b/Effects/cloud.eff
@@ -4,6 +4,9 @@
+
+
+
@@ -63,6 +66,11 @@
sampler-2d
0
+
+ range
+ float
+
+
true
diff --git a/Shaders/3dcloud.vert b/Shaders/3dcloud.vert
index 6caaf7134..e69a4b7c5 100644
--- a/Shaders/3dcloud.vert
+++ b/Shaders/3dcloud.vert
@@ -3,6 +3,8 @@
varying float fogFactor;
+uniform float range; // From /sim/rendering/clouds3d-vis-range
+
attribute vec3 usrAttr1;
attribute vec3 usrAttr2;
@@ -40,26 +42,30 @@ void main(void)
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
float n = dot(normalize(-gl_LightSource[0].position.xyz),
- normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.xyz,0.0))));
+ normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z,0.0))));
// Determine the position - used for fog and shading calculations
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
float fogCoord = abs(ecPosition.z);
+
+ // Determine fractional height of vertex from 0 at the bottom, and 1 at mid-height.
+ // Used to determine shading.
float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
// Final position of the sprite
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
-// Determine the shading of the sprite based on its vertical position and position relative to the sun.
+ // Determine the shading of the sprite based on its vertical position and position relative to the sun.
n = min(smoothstep(-0.5, 0.0, n), fract);
-// Determine the shading based on a mixture from the backlight to the front
+
+ // Determine the shading based on a mixture from the backlight to the front
vec4 backlight = gl_LightSource[0].diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
- gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(15000.0, 20000.0, fogCoord));
+ gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(range*0.8, range, fogCoord));
gl_BackColor = gl_FrontColor;
// Fog doesn't affect clouds as much as other objects.