diff --git a/Effects/cloud-static.eff b/Effects/cloud-static.eff
index 38d916c37..32fc81409 100644
--- a/Effects/cloud-static.eff
+++ b/Effects/cloud-static.eff
@@ -8,6 +8,8 @@
+
+
@@ -20,6 +22,150 @@
+
+
+
+ /sim/rendering/shaders/skydome
+ /sim/rendering/clouds3d-enable
+
+ 1.0
+
+
+
+ 1.0
+ /sim/rendering/shaders/clouds
+
+
+
+
+
+ true
+
+ 0.5 0.5 0.5 1.0
+ 0.5 0.5 0.5 1.0
+ off
+
+
+ greater
+ 0.01
+
+ smooth
+
+ src-alpha
+ one-minus-src-alpha
+
+
+ false
+
+
+ 9
+ DepthSortedBin
+
+
+ 0
+
+
+
+
+
+
+
+
+ Shaders/cloud-static-ALS-detailed.vert
+ Shaders/cloud-static-ALS-detailed.frag
+ Shaders/noise.frag
+ Shaders/filters-ALS.frag
+
+
+ baseTexture
+ sampler-2d
+ 0
+
+
+ terminator
+ float
+
+
+
+ altitude
+ float
+
+
+
+ cloud_self_shading
+ float
+
+
+
+ moonlight
+ float
+
+
+
+ ring_factor
+ float
+
+
+
+ rainbow_factor
+ float
+
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
+
+ fact_grey
+ float
+
+
+
+ fact_black
+ float
+
+
+
+ display_xsize
+ int
+
+
+
+ display_ysize
+ int
+
+
+ true
+
+
+
diff --git a/Effects/skydome.eff b/Effects/skydome.eff
index 997954d72..c30b439d6 100644
--- a/Effects/skydome.eff
+++ b/Effects/skydome.eff
@@ -13,11 +13,12 @@
+
-
+
@@ -149,6 +150,11 @@
float
+
+ ring
+ float
+
+
ice_hex_sheet
float
diff --git a/Environment/environment.xml b/Environment/environment.xml
index b90b363ec..db83b7311 100644
--- a/Environment/environment.xml
+++ b/Environment/environment.xml
@@ -436,6 +436,8 @@
0.0
0.0
0.0
+ 0.0
+ 0.0
diff --git a/Shaders/cloud-static-ALS-detailed.frag b/Shaders/cloud-static-ALS-detailed.frag
new file mode 100644
index 000000000..a63eddf83
--- /dev/null
+++ b/Shaders/cloud-static-ALS-detailed.frag
@@ -0,0 +1,59 @@
+// -*-C++-*-
+#version 120
+
+uniform sampler2D baseTexture;
+
+uniform float ring_factor;
+uniform float rainbow_factor;
+
+varying float fogFactor;
+varying float mie_frag;
+varying float eShade;
+
+varying vec3 hazeColor;
+
+vec3 filter_combined (in vec3 color) ;
+
+void main(void)
+{
+ vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
+
+ float fwd_enhancement = smoothstep(0.8, 1.0, mie_frag) * eShade;
+ float light_intensity = length(gl_Color.rgb)/1.76;
+
+
+ //22 deg ring
+
+ float halo_ring_enhancement = smoothstep (0.88, 0.927, mie_frag) * (1.0 - smoothstep(0.927, 0.94, mie_frag)) * eShade * 1.5 * ring_factor;
+
+
+ float halo_ring_enhancement_r = smoothstep (0.88, 0.90, mie_frag) * (1.0 - smoothstep(0.90, 0.92, mie_frag)) * eShade * ring_factor;
+ float halo_ring_enhancement_b = smoothstep (0.91, 0.93, mie_frag) * (1.0 - smoothstep(0.93, 0.955, mie_frag)) * eShade * ring_factor;
+
+
+ vec4 finalColor = base * gl_Color;
+
+ float reduction = 0.16 * light_intensity * rainbow_factor;
+
+ finalColor.g *= (1.0 - reduction * halo_ring_enhancement_r);
+ finalColor.b *= (1.0 - reduction * halo_ring_enhancement_r);
+
+ finalColor.r *= (1.0 - reduction * halo_ring_enhancement_b);
+ finalColor.g *= (1.0 - reduction * halo_ring_enhancement_b);
+
+ fwd_enhancement *=(1.0-smoothstep(0.8, 1.0, light_intensity));
+ finalColor.rgb *= (1.0 + fwd_enhancement) * (1.0 + 0.5 * halo_ring_enhancement * (1.0-smoothstep(0.8, 1.0, light_intensity))) ;
+ finalColor.a *= (1.0 + 0.5 * halo_ring_enhancement);
+
+
+
+ finalColor.rgb = clamp(finalColor.rgb, 0.0, 1.0);
+ finalColor.a = clamp(finalColor.a, 0.0, 1.0);
+
+ vec4 fragColor = vec4 (mix(hazeColor, finalColor.rgb, fogFactor ), mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor)));
+
+
+ fragColor.rgb = filter_combined(fragColor.rgb);
+ //fragColor.rgb = vec3 (1.0, 0.0, 0.0);
+ gl_FragColor = fragColor;
+}
diff --git a/Shaders/cloud-static-ALS-detailed.vert b/Shaders/cloud-static-ALS-detailed.vert
new file mode 100644
index 000000000..2ea5d7c28
--- /dev/null
+++ b/Shaders/cloud-static-ALS-detailed.vert
@@ -0,0 +1,142 @@
+// -*-C++-*-
+#version 120
+
+varying float fogFactor;
+varying float mie_frag;
+varying float eShade;
+varying vec3 hazeColor;
+
+uniform float terminator;
+uniform float altitude;
+uniform float cloud_self_shading;
+uniform float moonlight;
+
+const float shade = 1.0;
+const float cloud_height = 1000.0;
+const float EarthRadius = 5800000.0;
+
+// light_func is a generalized logistic function fit to the light intensity as a function
+// of scaled terminator position obtained from Flightgear core
+
+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 > 30.0) {return e;}
+if (x < -15.0) {return 0.03;}
+
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+void main(void)
+{
+
+ vec3 shadedFogColor = vec3 (0.55, 0.67, 0.88);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ //gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
+ vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
+ vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
+ vec3 u = normalize(ep.xyz - l.xyz);
+
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
+ gl_Position.x = gl_Vertex.x;
+ gl_Position.y += gl_Vertex.y;
+ gl_Position.z += gl_Vertex.z;
+ 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 = 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);
+ float fogCoord = abs(ecPosition.z);
+ float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
+
+ vec3 relVector = gl_Position.xyz - ep.xyz;
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
+
+ // Light at the final position
+
+ // first obtain normal to sun position
+
+ vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
+ vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
+
+
+ mie_frag = dot(normalize(lightFull), normalize(relVector));
+
+
+ // yprime is the distance of the vertex into sun direction, corrected for altitude
+ //float vertex_alt = max(altitude * 0.30480 + relVector.z,100.0);
+ float vertex_alt = altitude + relVector.z;
+ float yprime = -dot(relVector, lightHorizon);
+ float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+
+ // compute the light at the position
+ vec4 light_diffuse;
+
+ float lightArg = (terminator-yprime_alt)/100000.0;
+
+ light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.227, 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;
+
+ float intensity = length(light_diffuse.rgb);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
+
+// 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 = light_diffuse * shade;
+
+ gl_FrontColor = mix(backlight, light_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(100.0, 250.0, fogCoord), 1.0 - smoothstep(70000.0, 75000.0, fogCoord));
+
+ // Fog doesn't affect rain as much as other objects.
+ //fogFactor = exp( -gl_Fog.density * fogCoord * 0.4);
+ //fogFactor = clamp(fogFactor, 0.0, 1.0);
+
+float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
+ if (fadeScale < 0.05) fadeScale = 0.05;
+ fogFactor = exp( -gl_Fog.density * fogCoord * fadeScale);
+
+ hazeColor = light_diffuse.rgb;
+ hazeColor.r = hazeColor.r * 0.83;
+ hazeColor.g = hazeColor.g * 0.9;
+
+ // in sunset or sunrise conditions, do extra shading of clouds
+
+
+
+ // two times terminator width governs how quickly light fades into shadow
+ float terminator_width = 200000.0;
+
+ // now dim the light
+ float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
+
+ eShade = earthShade;
+
+ if (earthShade < 0.8)
+ {
+ intensity = length(light_diffuse.rgb);
+ gl_FrontColor.rgb = intensity * normalize(mix(gl_FrontColor.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade ) ));
+ }
+
+ hazeColor = hazeColor * earthShade;
+ gl_FrontColor.rgb = gl_FrontColor.rgb * earthShade;
+ gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+ hazeColor.rgb = hazeColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+ gl_BackColor = gl_FrontColor;
+
+}
diff --git a/Shaders/skydome-ALS.frag b/Shaders/skydome-ALS.frag
index de3489644..9a97b33e9 100644
--- a/Shaders/skydome-ALS.frag
+++ b/Shaders/skydome-ALS.frag
@@ -31,6 +31,7 @@ uniform float horizon_roughness;
uniform float ice_hex_col;
uniform float ice_hex_sheet;
uniform float parhelic;
+uniform float ring;
uniform float aurora_strength;
uniform float aurora_hsize;
uniform float aurora_vsize;
@@ -258,7 +259,7 @@ float view_altitude = dot(nView, vec3 (0.0, 0.0, 1.0));
//float halo_ring_enhancement = smoothstep (0.88, 0.927, calpha) * (1.0 - smoothstep(0.927, 0.98, calpha));
float halo_ring_enhancement = smoothstep (0.88, 0.927, calpha) * (1.0 - smoothstep(0.927, 0.94, calpha));
halo_ring_enhancement *= halo_ring_enhancement;
-
+halo_ring_enhancement *= ring;
// parhelic circle