From b9e80543b1e2b640768bbbe4ffcb7d9734034e69 Mon Sep 17 00:00:00 2001
From: Stuart Buchanan <stuart_d_buchanan@yahoo.co.uk>
Date: Sun, 21 Aug 2011 21:43:27 +0100
Subject: [PATCH 1/2] Lighting update for c172p. 1) Add keyboard shortcuts for
 the panel lighting (to make life easier    in the dark. 2) Add lighting to
 the EGT gauge.

---
 Aircraft/c172p/Instruments/EGT/EGT.xml | 11 +++--
 Aircraft/c172p/c172-help.xml           |  4 ++
 Aircraft/c172p/c172p-set.xml           | 58 ++++++++++++++++++--------
 3 files changed, 52 insertions(+), 21 deletions(-)

diff --git a/Aircraft/c172p/Instruments/EGT/EGT.xml b/Aircraft/c172p/Instruments/EGT/EGT.xml
index ea0bb1a8e..fdaa1e46c 100644
--- a/Aircraft/c172p/Instruments/EGT/EGT.xml
+++ b/Aircraft/c172p/Instruments/EGT/EGT.xml
@@ -33,11 +33,14 @@
   <animation>
     <type>material</type>
     <object-name>egt</object-name>
+    <object-name>Needle</object-name>
+    <object-name>Bug</object-name>
+    <object-name>Face</object-name>
     <emission>
-      <red-prop>sim/model/instrument-lighting/emission/red</red-prop>
-      <green-prop>sim/model/instrument-lighting/emission/green</green-prop>
-      <blue-prop>sim/model/instrument-lighting/emission/blue</blue-prop>
-      <factor-prop>controls/lighting/instruments-norm</factor-prop>
+      <red>1.0</red>
+      <green>0.2</green>
+      <blue>0.0</blue>
+      <factor-prop>sim/model/material/instruments/factor</factor-prop>
     </emission>
   </animation>
     
diff --git a/Aircraft/c172p/c172-help.xml b/Aircraft/c172p/c172-help.xml
index bf13aadac..996c18d27 100644
--- a/Aircraft/c172p/c172-help.xml
+++ b/Aircraft/c172p/c172-help.xml
@@ -4,6 +4,10 @@
     <name>Ctrl-c</name>
     <desc>Panel hotspots and labels</desc>
   </key>
+  <key>
+    <name>l/L</name>
+    <desc>Increase/decrease panel lighting</desc>
+  </key>
   <line/>
   <line>_________Engine Start Checklist_________</line>
   <line>Mixture: Rich</line>
diff --git a/Aircraft/c172p/c172p-set.xml b/Aircraft/c172p/c172p-set.xml
index 88621ed1c..0b7e7e874 100644
--- a/Aircraft/c172p/c172p-set.xml
+++ b/Aircraft/c172p/c172p-set.xml
@@ -241,23 +241,47 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
  </payload>
 
  <input>
-   <keyboard>
-     <key n="115">
-     <name>s</name>
-     <desc>Toggle Starter Switch</desc>
-     <binding>
-       <command>property-assign</command>
-       <property>/controls/switches/starter</property>
-       <value >1</value>
-     </binding>
-     <mod-up>
-       <binding>
-         <command>property-assign</command>
-         <property>/controls/switches/starter</property>
-         <value>0</value>
-       </binding>
-     </mod-up>
-    </key>
+  <keyboard>
+   <key n="76">
+    <name>L</name>
+    <desc>Decrease Panel lighting</desc>
+    <binding>
+     <command>property-adjust</command>
+     <property>controls/lighting/instruments-norm</property>
+     <step>-0.1</step>
+     <min>0</min>
+     <max>1.0</max>
+     <wrap>0</wrap>
+    </binding>
+   </key>
+   <key n="108">
+    <name>l</name>
+    <desc>Increase Panel lighting</desc>
+    <binding>
+     <command>property-adjust</command>
+     <property>controls/lighting/instruments-norm</property>
+     <step>0.1</step>
+     <min>0</min>
+     <max>1.0</max>
+     <wrap>0</wrap>
+    </binding>
+   </key>
+   <key n="115">
+   <name>s</name>
+   <desc>Toggle Starter Switch</desc>
+   <binding>
+    <command>property-assign</command>
+    <property>/controls/switches/starter</property>
+    <value >1</value>
+   </binding>
+   <mod-up>
+    <binding>
+     <command>property-assign</command>
+     <property>/controls/switches/starter</property>
+     <value>0</value>
+    </binding>
+   </mod-up>
+  </key>
   </keyboard> 
  </input>
 

From 74a9f8e1a6597bb03e0a84b9ebe78806591fcef2 Mon Sep 17 00:00:00 2001
From: Stuart Buchanan <stuart_d_buchanan@yahoo.co.uk>
Date: Sun, 21 Aug 2011 22:09:04 +0100
Subject: [PATCH 2/2] Extend visibility range of 3d clouds to
 /sim/rendering/clouds3d-vis-range

---
 Effects/cloud.eff    |  8 ++++++++
 Shaders/3dcloud.vert | 14 ++++++++++----
 2 files changed, 18 insertions(+), 4 deletions(-)

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 @@
   <parameters>
     <texture n ="0">
     </texture>
+    <range>
+		  <use>/sim/rendering/clouds3d-vis-range</use>
+    </range>    
   </parameters>
   <technique n="10">
     <predicate>
@@ -63,6 +66,11 @@
         <type>sampler-2d</type>
         <value type="int">0</value>
       </uniform>
+      <uniform>
+        <name>range</name>
+        <type>float</type>
+        <value><use>range</use></value>
+      </uniform>
       <vertex-program-two-side>true</vertex-program-two-side>
     </pass>
   </technique>
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.