diff --git a/Effects/flutter.eff b/Effects/flutter.eff
index 47c46b65b..a5d9ca51d 100644
--- a/Effects/flutter.eff
+++ b/Effects/flutter.eff
@@ -48,6 +48,225 @@
+
+
+
+
+ /sim/rendering/shaders/skydome
+
+
+ 2.0
+
+
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+
+
+
+
+
+ true
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+ 0
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+ 1
+ noise
+
+
+
+
+
+
+ Shaders/flutter-lightfield.vert
+ Shaders/terrain-haze.frag
+
+
+
+ colorMode
+ int
+
+
+
+
+
+
+ Offset
+ float
+
+
+
+
+
+ AmpFactor
+ float
+
+
+
+
+
+ Noise
+ sampler-3d
+ 1
+
+
+ WindE
+ float
+
+
+
+
+
+ WindN
+ float
+
+
+
+
+
+ spd
+ float
+
+
+
+
+
+ hdg
+ float
+
+
+
+
+
+
+
+ visibility
+ float
+
+
+
+
+
+ avisibility
+ float
+
+
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+
+
+ scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ fogType
+ int
+
+
+
+
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+
+
diff --git a/Shaders/flutter-lightfield.vert b/Shaders/flutter-lightfield.vert
new file mode 100644
index 000000000..96d8ef280
--- /dev/null
+++ b/Shaders/flutter-lightfield.vert
@@ -0,0 +1,312 @@
+// -*-C++-*-
+// © Vivian Meazza - 2011
+// adapted to Atmospheric Light Scattering by Thorsten Renk 2013
+
+// 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.
+
+#version 120
+#define fps2kts 0.5925
+
+#define MODE_OFF 0
+#define MODE_DIFFUSE 1
+#define MODE_AMBIENT_AND_DIFFUSE 2
+
+// The ambient 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 vec4 diffuse_term;
+varying vec3 normal;
+varying vec3 relPos;
+
+varying float yprime_alt;
+varying float mie_angle;
+
+
+uniform int colorMode;
+uniform float osg_SimulationTime;
+uniform float Offset, AmpFactor, WindE, WindN, spd, hdg;
+uniform sampler3D Noise;
+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 moonlight;
+
+// 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 earthShade;
+
+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));
+}
+
+float normalize_range(float _val)
+ {
+ if (_val > 180.0)
+ return _val - 360.0;
+ else
+ return _val;
+ }
+
+void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
+ {
+ //calculate speed north and east in kts
+ float speed_north_kts = cos(radians(hdg)) * spd ;
+ float speed_east_kts = sin(radians(hdg)) * spd ;
+
+ //calculate the relative wind speed north and east in kts
+ float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
+ float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
+
+ //combine relative speeds north and east to get relative windspeed in kts
+ rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2.0)
+ + pow(abs(rel_wind_speed_from_north_kts), 2.0));
+
+ //calculate the relative wind direction
+ float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
+ //rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts);
+ float rel_wind = rel_wind_from_deg - hdg;
+ rel_wind = normalize_range(rel_wind);
+ rel_wind_from_rad = radians(rel_wind);
+ }
+
+void rotationmatrix(in float angle, out mat4 rotmat)
+ {
+ rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
+ sin( angle ), cos( angle ), 0.0, 0.0,
+ 0.0 , 0.0 , 1.0, 0.0,
+ 0.0 , 0.0 , 0.0, 1.0 );
+ }
+
+void main()
+ {
+ vec4 light_diffuse;
+ vec4 light_ambient;
+ vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+
+
+ float yprime;
+ float lightArg;
+ float intensity;
+ float vertex_alt;
+ float scattering;
+
+
+
+ mat4 RotationMatrix;
+
+ float relWindspd=0.0;
+ float relWinddir=0.0;
+
+ // compute relative wind speed and direction
+ relWind (relWindspd, relWinddir);
+
+ // map noise vector
+ vec4 noisevec = texture3D(Noise, gl_Vertex.xyz);
+
+ //waving effect
+ float tsec = osg_SimulationTime;
+ vec4 pos = gl_Vertex;
+ vec4 oldpos = gl_Vertex;
+
+ float freq = (10.0 * relWindspd) + 10.0;
+ pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ;
+ pos.y += sin((pos.z * 5.0 + tsec * freq/2.0)/5.0) * 0.125 ;
+
+ pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor;
+
+ //rotate the flag to align with relative wind
+ rotationmatrix(-relWinddir, RotationMatrix);
+ pos *= RotationMatrix;
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+
+ //do the colour and fog
+ vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
+
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ normal = gl_NormalMatrix * gl_Normal;
+ vec4 ambient_color, diffuse_color;
+
+ if (colorMode == MODE_DIFFUSE) {
+ diffuse_color = gl_Color;
+ ambient_color = gl_FrontMaterial.ambient;
+ } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
+ diffuse_color = gl_Color;
+ ambient_color = gl_Color;
+ } else {
+ diffuse_color = gl_FrontMaterial.diffuse;
+ ambient_color = gl_FrontMaterial.ambient;
+ }
+
+
+ // 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 = gl_Vertex.xyz - 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(gl_Vertex.z,100.0);
+ scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
+
+
+ // branch dependent on daytime
+
+if (terminator < 1000000.0) // the full, sunrise and sunset computation
+{
+
+
+ // 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));
+
+
+
+ // 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_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
+ light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
+ light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
+ light_diffuse.a = 1.0;
+ light_diffuse = light_diffuse * scattering;
+
+
+ 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 * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
+ intensity = length(light_ambient.xyz);
+
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
+ light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+
+ intensity = length(light_diffuse.xyz);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,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
+{
+ //vertex_alt = max(gl_Vertex.z,100.0);
+
+ earthShade = 1.0;
+ mie_angle = 1.0;
+
+ if (terminator > 3000000.0)
+ {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
+ light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
+ else
+ {
+
+ lightArg = (terminator/100000.0 - 10.0)/20.0;
+ light_diffuse.b = 0.78 + lightArg * 0.21;
+ light_diffuse.g = 0.907 + lightArg * 0.091;
+ light_diffuse.r = 0.904 + lightArg * 0.092;
+ light_diffuse.a = 1.0;
+
+ 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;
+ }
+
+ light_diffuse = light_diffuse * scattering;
+ yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
+}
+
+
+
+
+
+ diffuse_term = diffuse_color * light_diffuse;
+ vec4 ambient_term = ambient_color * light_ambient;
+
+ // Super hack: if diffuse material alpha is less than 1, assume a
+ // transparency animation is at work
+ if (gl_FrontMaterial.diffuse.a < 1.0)
+ diffuse_term.a = gl_FrontMaterial.diffuse.a;
+ else
+ diffuse_term.a = gl_Color.a;
+
+ // Another hack for supporting two-sided lighting without using
+ // gl_FrontFacing in the fragment shader.
+ gl_FrontColor.rgb = ambient_term.rgb; gl_FrontColor.a = 0.0;
+ gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0;
+// fogCoord = abs(ecPosition.z / ecPosition.w);
+
+ //fog_Func(fogType);
+
+ }