diff --git a/Effects/cloud.eff b/Effects/cloud.eff
index 8171f1fcf..4cddee4de 100644
--- a/Effects/cloud.eff
+++ b/Effects/cloud.eff
@@ -25,7 +25,7 @@
       </material>
       <alpha-test>
         <comparison>greater</comparison>
-        <reference type="float">0.05</reference>
+        <reference type="float">0.01</reference>
       </alpha-test>
       <shade-model>smooth</shade-model>
       <blend>
diff --git a/Shaders/3dcloud.frag b/Shaders/3dcloud.frag
index a8d07665a..4222fbfc8 100644
--- a/Shaders/3dcloud.frag
+++ b/Shaders/3dcloud.frag
@@ -6,6 +6,6 @@ void main(void)
       vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
       vec4 finalColor = base * gl_Color;
       gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
-      gl_FragColor.a = finalColor.a;
+      gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
 }
 
diff --git a/Shaders/3dcloud.vert b/Shaders/3dcloud.vert
index ebf0de821..135658ddb 100644
--- a/Shaders/3dcloud.vert
+++ b/Shaders/3dcloud.vert
@@ -29,14 +29,15 @@ void main(void)
   // Do the matrix multiplication by [ u r w pos]. Assume no
   // scaling in the homogeneous component of pos.
   gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
-  gl_Position.xyz = gl_Vertex.x * u * wScale;
-  gl_Position.xyz += gl_Vertex.y * r * hScale;
-  gl_Position.xyz += gl_Vertex.z * w;
+  gl_Position.xyz = gl_Vertex.x * u;
+  gl_Position.xyz += gl_Vertex.y * r * wScale;
+  gl_Position.xyz += gl_Vertex.z * w  * hScale;
   gl_Position.xyz += gl_Color.xyz;
 
   // 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 = clamp(dot(normalize(gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * gl_Position.xyz)), 0.0, 1.0);
+  float n = dot(normalize(-gl_LightSource[0].position.xyz),
+                normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
 
   // Determine the position - used for fog and shading calculations
   vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
@@ -46,11 +47,10 @@ void main(void)
   // Final position of the sprite
   gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
 
-  // Limit the normal range from [0,1.0], and apply the shading (vertical factor)
-  n = min(smoothstep(-0.8, 0.8, n), shade * (1.0 - fract) + fract);
-
-  // This lighting normal is then used to mix between almost pure ambient (0) and diffuse (1.0) light
-  vec4 backlight = 0.9 * gl_LightSource[0].ambient + 0.1 * gl_LightSource[0].diffuse;
+// 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
+  vec4 backlight = gl_LightSource[0].diffuse * shade;
 
   gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
   gl_FrontColor += gl_FrontLightModelProduct.sceneColor;