diff --git a/Effects/dirt-runway.eff b/Effects/dirt-runway.eff
new file mode 100644
index 000000000..d86d131fe
--- /dev/null
+++ b/Effects/dirt-runway.eff
@@ -0,0 +1,254 @@
+
+
+ Effects/dirt-runway
+ Effects/runway
+
+
+ Textures.high/Terrain/sand_hires_ochre.png
+ 2d
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+
+ Textures.high/Terrain/airport_grass2.png
+ 2d
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+
+
+
+
+
+
+ /sim/rendering/shaders/skydome
+
+
+ 4.0
+ /sim/rendering/shaders/landmass
+
+
+ 3.0
+ /sim/rendering/shaders/transition
+
+
+
+
+ 2.0
+
+
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+
+
+
+
+
+
+
+ true
+
+
+
+
+
+
+ ambient-and-diffuse
+
+
+
+ smooth
+ back
+
+
+
+
+
+ 0
+
+
+
+
+
+
+
+
+ 4
+
+
+
+
+
+
+
+
+ 5
+
+
+
+
+
+
+
+
+ 6
+
+
+
+
+
+
+
+
+ 7
+
+
+
+
+
+
+
+
+ Shaders/terrain-haze-ultra.vert
+ Shaders/drunway-lightfield.frag
+
+
+ visibility
+ float
+
+
+
+ avisibility
+ float
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+ scattering
+ float
+
+
+
+ ground_scattering
+ float
+
+
+
+ terminator
+ float
+
+
+
+ terrain_alt
+ float
+
+
+
+ overcast
+ float
+
+
+
+ eye_alt
+ float
+
+
+
+ snowlevel
+ float
+
+
+
+ snow_thickness_factor
+ float
+
+
+
+ dust_cover_factor
+ float
+
+
+
+ lichen_cover_factor
+ float
+
+
+
+ wetness
+ float
+
+
+
+ fogstructure
+ float
+
+
+
+ cloud_self_shading
+ float
+
+
+
+ moonlight
+ float
+
+
+
+ quality_level
+ int
+
+
+
+ tquality_level
+ int
+
+
+
+ texture
+ sampler-2d
+ 0
+
+
+ NormalTex
+ sampler-2d
+ 4
+
+
+ mix_texture
+ sampler-2d
+ 5
+
+
+ snow_texture
+ sampler-2d
+ 6
+
+
+ detail_texture
+ sampler-2d
+ 7
+
+
+ colorMode
+ int
+ 2
+
+
+
+ lequal
+
+
+
+
+
diff --git a/Materials/regions/materials.xml b/Materials/regions/materials.xml
index e811f12f3..a2d9a3532 100644
--- a/Materials/regions/materials.xml
+++ b/Materials/regions/materials.xml
@@ -18,6 +18,7 @@
dirt_rwy
+ Effects/dirt-runway
Runway/dirt_rwy.png
0.7
0.04
diff --git a/Shaders/drunway-lightfield.frag b/Shaders/drunway-lightfield.frag
new file mode 100644
index 000000000..fd1cafef1
--- /dev/null
+++ b/Shaders/drunway-lightfield.frag
@@ -0,0 +1,502 @@
+// -*-C++-*-
+
+// written by Thorsten Renk, Oct 2011, based on default.frag
+// Ambient term comes in gl_Color.rgb.
+varying vec4 diffuse_term;
+varying vec3 normal;
+//varying vec2 nvec;
+varying vec3 relPos;
+varying vec2 rawPos;
+varying vec3 ecViewdir;
+
+
+uniform sampler2D texture;
+uniform sampler2D NormalTex;
+//uniform sampler3D NoiseTex;
+//uniform sampler2D snow_texture;
+//uniform sampler2D detail_texture;
+uniform sampler2D mix_texture;
+
+//varying float yprime_alt;
+//varying float mie_angle;
+varying float steepness;
+
+
+uniform float visibility;
+uniform float avisibility;
+uniform float scattering;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float hazeLayerAltitude;
+uniform float overcast;
+uniform float eye_alt;
+uniform float snowlevel;
+uniform float dust_cover_factor;
+uniform float lichen_cover_factor;
+uniform float wetness;
+uniform float fogstructure;
+uniform float snow_thickness_factor;
+uniform float cloud_self_shading;
+uniform int quality_level;
+uniform int tquality_level;
+
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+float alt;
+float eShade;
+float yprime_alt;
+float mie_angle;
+
+
+
+float rand2D(in vec2 co){
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
+}
+
+float cosine_interpolate(in float a, in float b, in float x)
+{
+ float ft = x * 3.1415927;
+ float f = (1.0 - cos(ft)) * .5;
+
+ return a*(1.0-f) + b*f;
+}
+
+float simple_interpolate(in float a, in float b, in float x)
+{
+return a + smoothstep(0.0,1.0,x) * (b-a);
+//return mix(a,b,x);
+}
+
+float interpolatedNoise2D(in float x, in float y)
+{
+ float integer_x = x - fract(x);
+ float fractional_x = x - integer_x;
+
+ float integer_y = y - fract(y);
+ float fractional_y = y - integer_y;
+
+ float v1 = rand2D(vec2(integer_x, integer_y));
+ float v2 = rand2D(vec2(integer_x+1.0, integer_y));
+ float v3 = rand2D(vec2(integer_x, integer_y+1.0));
+ float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
+
+ float i1 = simple_interpolate(v1 , v2 , fractional_x);
+ float i2 = simple_interpolate(v3 , v4 , fractional_x);
+
+ return simple_interpolate(i1 , i2 , fractional_y);
+}
+
+
+float Noise2D(in vec2 coord, in float wavelength)
+{
+return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
+
+}
+
+
+
+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 0.0;}
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+// this determines how light is attenuated in the distance
+// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
+// for distance > visibility
+
+float fog_func (in float targ)
+{
+
+
+float fade_mix;
+
+// for large altitude > 30 km, we switch to some component of quadratic distance fading to
+// create the illusion of improved visibility range
+
+targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
+
+
+if (alt < 30000.0)
+ {return exp(-targ - targ * targ * targ * targ);}
+else if (alt < 50000.0)
+ {
+ fade_mix = (alt - 30000.0)/20000.0;
+ return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
+ }
+else
+ {
+ return exp(- targ * targ - pow(targ,4.0));
+ }
+
+}
+
+void main()
+{
+
+
+yprime_alt = diffuse_term.a;
+//diffuse_term.a = 1.0;
+mie_angle = gl_Color.a;
+float effective_scattering = min(scattering, cloud_self_shading);
+
+// distance to fragment
+float dist = length(relPos);
+// angle of view vector with horizon
+float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
+
+
+ vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
+// this is taken from default.frag
+ vec3 n;
+ float NdotL, NdotHV, fogFactor;
+ vec4 color = gl_Color;
+ color.a = 1.0;
+ vec3 lightDir = gl_LightSource[0].position.xyz;
+ vec3 halfVector;
+ if (quality_level<6)
+ {halfVector = gl_LightSource[0].halfVector.xyz;}
+ else
+ {halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));}
+
+ vec4 texel;
+ vec4 snow_texel;
+ vec4 detail_texel;
+ vec4 mix_texel;
+ vec4 fragColor;
+ vec4 specular = vec4(0.0);
+ float intensity;
+
+
+// get noise at different wavelengths
+
+// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
+// 50m: detail texel
+// 250m: detail texel
+// 500m: distortion and overlay
+// 1500m: overlay, detail, dust, fog
+// 2000m: overlay, detail, snow, fog
+
+float noise_01m;
+float noise_1m = Noise2D(rawPos.xy, 1.0);
+float noise_10m;
+float noise_5m;
+noise_10m = Noise2D(rawPos.xy, 10.0);
+noise_5m = Noise2D(rawPos.xy ,5.0);
+
+float noisegrad_10m;
+float noisegrad_5m;
+
+float noise_50m = Noise2D(rawPos.xy, 50.0);;
+float noise_250m;
+float noise_500m = Noise2D(rawPos.xy, 500.0);
+float noise_1500m = Noise2D(rawPos.xy, 1500.0);
+float noise_2000m = Noise2D(rawPos.xy, 2000.0);
+
+
+
+
+
+//
+
+
+// get the texels
+
+ texel = texture2D(texture, gl_TexCoord[0].st);
+ mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 5.0);
+ vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
+ vec3 N = nmap.rgb * 2.0 - 1.0;
+
+ float distortion_factor = 1.0;
+ vec2 stprime;
+ int flag = 1;
+ int mix_flag = 1;
+ float noise_term;
+ float snow_alpha;
+
+
+ noise_term = smoothstep(0.8,1.0,noise_1m);
+ texel = mix(texel, mix_texel, noise_term);
+
+ //float view_angle = abs(dot(normal, normalize(ecViewdir)));
+
+ //if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
+ if (quality_level > 3)
+ {
+ float sfactor;
+ noise_01m = Noise2D(rawPos.xy,0.1);
+ snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_50m + 0.1* (1.0 - noise_10m) );
+ snow_texel.a = 1.0;
+ noise_term = 0.1 * (noise_50m-0.5);
+ sfactor = 1.0;//sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
+ noise_term = noise_term + 0.2 * (noise_10m -0.5) * (1.0 - smoothstep(10000.0*sfactor, 16000.0*sfactor, dist) ) ;
+ noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1200.0 * sfactor, 2000.0 * sfactor, dist) ) ;
+ noise_term = noise_term + 0.3 * (noise_1m -0.5) * (1.0 - smoothstep(500.0 * sfactor, 1000.0 *sfactor, dist) );
+ noise_term = noise_term + 0.3 * (noise_01m -0.5) * (1.0 - smoothstep(20.0 * sfactor, 100.0 *sfactor, dist) );
+ snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + 0.2*snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
+
+ }
+
+
+const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
+const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);;
+//float snow_alpha;
+
+if (quality_level > 3)
+ {
+
+ // mix vegetation
+ texel = mix(texel, lichen_color, 0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)) );
+ // mix dust
+ texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
+
+ // mix snow
+ if (relPos.z + eye_alt +500.0 > snowlevel)
+ {
+ snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
+ texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
+ }
+ }
+
+
+
+// get distribution of water when terrain is wet
+
+float water_threshold1;
+float water_threshold2;
+float water_factor =0.0;
+
+
+if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
+ {
+ water_threshold1 = 1.0-0.5* wetness;
+ water_threshold2 = 1.0 - 0.3 * wetness;
+ //water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
+ water_factor = smoothstep(water_threshold1, water_threshold2 , 0.5 * (noise_5m + (1.0 -noise_1m))) * (1.0 - smoothstep(1000.0, 3000.0, dist));
+ }
+
+// darken wet terrain
+
+ texel.rgb = texel.rgb * (1.0 - 0.6 * wetness - 0.1 * water_factor);
+
+
+// light computations
+
+
+ vec4 light_specular = gl_LightSource[0].specular;
+
+ // If gl_Color.a == 0, this is a back-facing polygon and the
+ // normal should be reversed.
+ //n = (2.0 * gl_Color.a - 1.0) * normal;
+ n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
+ n = normalize(n);
+
+ NdotL = dot(n, lightDir);
+
+ if (quality_level > 4)
+ {
+ NdotL = NdotL + (3.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor) ;
+ //NdotL = NdotL + 3.0 * N.r + 0.1 * (noise_01m-0.5) ;
+ }
+ if (NdotL > 0.0) {
+ color += diffuse_term * NdotL;
+ NdotHV = max(dot(n, halfVector), 0.0);
+ //if (gl_FrontMaterial.shininess > 0.0)
+ specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
+ * light_specular.rgb
+ * pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
+ }
+ color.a = 1.0;//diffuse_term.a;
+ // This shouldn't be necessary, but our lighting becomes very
+ // saturated. Clamping the color before modulating by the texture
+ // is closer to what the OpenGL fixed function pipeline does.
+ color = clamp(color, 0.0, 1.0);
+
+
+
+
+ fragColor = color * texel + specular;
+
+// here comes the terrain haze model
+
+
+float delta_z = hazeLayerAltitude - eye_alt;
+
+if (dist > 0.04 * min(visibility,avisibility))
+//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
+//if (dist > 40.0)
+{
+
+alt = eye_alt;
+
+
+float transmission;
+float vAltitude;
+float delta_zv;
+float H;
+float distance_in_layer;
+float transmission_arg;
+
+
+
+
+// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
+
+if (delta_z > 0.0) // we're inside the layer
+ {
+ if (ct < 0.0) // we look down
+ {
+ distance_in_layer = dist;
+ vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
+ delta_zv = delta_z - vAltitude;
+ }
+ else // we may look through upper layer edge
+ {
+ H = dist * ct;
+ if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
+ else {distance_in_layer = dist;}
+ vAltitude = min(distance_in_layer,visibility) * ct;
+ delta_zv = delta_z - vAltitude;
+ }
+ }
+ else // we see the layer from above, delta_z < 0.0
+ {
+ H = dist * -ct;
+ if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
+ {
+ distance_in_layer = 0.0;
+ delta_zv = 0.0;
+ }
+ else
+ {
+ vAltitude = H + delta_z;
+ distance_in_layer = vAltitude/H * dist;
+ vAltitude = min(distance_in_layer,visibility) * (-ct);
+ delta_zv = vAltitude;
+ }
+ }
+
+
+// ground haze cannot be thinner than aloft visibility in the model,
+// so we need to use aloft visibility otherwise
+
+
+transmission_arg = (dist-distance_in_layer)/avisibility;
+
+
+float eqColorFactor;
+
+
+
+if (visibility < avisibility)
+ {
+ if (quality_level > 3)
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
+
+ }
+ else
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/visibility);
+ }
+ // this combines the Weber-Fechner intensity
+ eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
+
+ }
+else
+ {
+ if (quality_level > 3)
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
+ }
+ else
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/avisibility);
+ }
+ // this combines the Weber-Fechner intensity
+ eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
+ }
+
+
+
+transmission = fog_func(transmission_arg);
+
+// there's always residual intensity, we should never be driven to zero
+if (eqColorFactor < 0.2) eqColorFactor = 0.2;
+
+
+float lightArg = (terminator-yprime_alt)/100000.0;
+
+vec3 hazeColor;
+
+hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
+hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
+hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
+
+
+// now dim the light for haze
+eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
+
+// Mie-like factor
+
+ if (lightArg < 10.0)
+ {
+ intensity = length(hazeColor);
+ float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
+ hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
+ }
+
+intensity = length(hazeColor);
+
+if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
+{
+
+
+ // high altitude desaturation of the haze color
+ hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
+
+ // blue hue of haze
+ hazeColor.x = hazeColor.x * 0.83;
+ hazeColor.y = hazeColor.y * 0.9;
+
+
+ // additional blue in indirect light
+ float fade_out = max(0.65 - 0.3 *overcast, 0.45);
+ intensity = length(hazeColor);
+ hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
+
+ // change haze color to blue hue for strong fogging
+ hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
+
+
+
+ // reduce haze intensity when looking at shaded surfaces, only in terminator region
+ float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
+ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
+ }
+
+
+
+
+fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission);
+
+
+gl_FragColor = fragColor;
+
+
+}
+else // if dist < threshold no fogging at all
+{
+gl_FragColor = fragColor;
+}
+
+
+
+}
+
diff --git a/Shaders/runway-lightfield.frag b/Shaders/runway-lightfield.frag
index 474e9642c..ea5545d44 100644
--- a/Shaders/runway-lightfield.frag
+++ b/Shaders/runway-lightfield.frag
@@ -224,7 +224,8 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0);
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
- if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
+ //if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
+ if (quality_level > 3)
{
float sfactor;
noise_01m = Noise2D(rawPos.xy,0.1);