diff --git a/Effects/terrain-default.eff b/Effects/terrain-default.eff
index 1b0276de9..3a0f5e909 100644
--- a/Effects/terrain-default.eff
+++ b/Effects/terrain-default.eff
@@ -125,7 +125,7 @@
Shaders/include_fog.vert
Shaders/default.vert
- Shaders/include_fog.frag
+ Shaders/include_fog.frag
Shaders/terrain-nocolor.frag
diff --git a/Nasal/weather-utility.nas b/Nasal/weather-utility.nas
index 7e3119eec..f11af508d 100644
--- a/Nasal/weather-utility.nas
+++ b/Nasal/weather-utility.nas
@@ -15,22 +15,22 @@ var Factor = 0.0004;
var Sharp = 1.0;
#add control properies for waves
-wave_amp_Node = props.globals.getNode("/environment/wave/amp" , 1);
+var wave_amp_Node = props.globals.getNode("/environment/wave/amp" , 1);
wave_amp_Node.setDoubleValue(Amp);
-wave_freq_Node = props.globals.getNode("/environment/wave/freq" , 1);
+var wave_freq_Node = props.globals.getNode("/environment/wave/freq" , 1);
wave_freq_Node.setDoubleValue(Freq);
-wave_sharp_Node = props.globals.getNode("/environment/wave/sharp" , 1);
+var wave_sharp_Node = props.globals.getNode("/environment/wave/sharp" , 1);
wave_sharp_Node.setDoubleValue(Sharp);
-wave_angle_Node = props.globals.getNode("/environment/wave/angle" , 1);
+var wave_angle_Node = props.globals.getNode("/environment/wave/angle" , 1);
wave_angle_Node.setDoubleValue(Angle);
-wave_factor_Node = props.globals.getNode("/environment/wave/factor" , 1);
+var wave_factor_Node = props.globals.getNode("/environment/wave/factor" , 1);
wave_factor_Node.setDoubleValue(Factor);
-wave_factor_Node = props.globals.getNode("/environment/wave/dangle" , 1);
+var wave_factor_Node = props.globals.getNode("/environment/wave/dangle" , 1);
wave_factor_Node.setDoubleValue(DAngle);
props.globals.initNode("/environment/sea/surface/wind-speed-kt", 0, "DOUBLE");
@@ -46,28 +46,28 @@ props.globals.initNode("/orientation/model/roll-deg", 0, "DOUBLE");
var initialize = func {
- wind_from_east_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-east-fps", 1);
+ var wind_from_east_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-east-fps", 1);
wind_from_east_Node.setDoubleValue(0);
- wind_from_north_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-north-fps", 1);
+ var wind_from_north_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-north-fps", 1);
wind_from_north_Node.setDoubleValue(0);
- wind_from_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-heading-deg", 1);
+ var wind_from_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-heading-deg", 1);
wind_from_Node.setDoubleValue(0);
- wind_speed_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-speed-kt", 1);
+ var wind_speed_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-speed-kt", 1);
wind_speed_Node.setDoubleValue(0);
- wind_status_Node = props.globals.getNode("/environment/config/enabled", 1);
+ var wind_status_Node = props.globals.getNode("/environment/config/enabled", 1);
wind_status_Node.setBoolValue(1);
- ground_vis_Node = props.globals.getNode("/environment/ground-visibility-m", 1);
+ var ground_vis_Node = props.globals.getNode("/environment/ground-visibility-m", 1);
ground_vis_Node.setDoubleValue(500);
- ground_thick_Node = props.globals.getNode("/environment/ground-haze-thickness-m" , 1);
+ var ground_thick_Node = props.globals.getNode("/environment/ground-haze-thickness-m" , 1);
ground_thick_Node.setDoubleValue(300);
- ground_term_Node = props.globals.getNode("/environment/terminator-relative-position-m" , 1);
+ var ground_term_Node = props.globals.getNode("/environment/terminator-relative-position-m" , 1);
ground_term_Node.setDoubleValue(60000);
diff --git a/Shaders/terrain-nocolor.frag b/Shaders/terrain-nocolor.frag
index 112e1bd4e..b2dc9a613 100644
--- a/Shaders/terrain-nocolor.frag
+++ b/Shaders/terrain-nocolor.frag
@@ -18,8 +18,6 @@ void main()
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel;
- gl_FragColor = fragColor;
-
finalColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = finalColor;
diff --git a/Shaders/urban.frag b/Shaders/urban.frag
index 80e2c349b..9902104df 100644
--- a/Shaders/urban.frag
+++ b/Shaders/urban.frag
@@ -2,9 +2,12 @@
// Licence: GPL v2
// Author: Frederic Bouvier.
// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
+// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
#version 120
+#extension GL_ATI_shader_texture_lod : enable
+
#define TEXTURE_MIP_LEVELS 10
#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
#define BINARY_SEARCH_COUNT 10
diff --git a/gui/dialogs/rendering.xml b/gui/dialogs/rendering.xml
index 3c6805582..21a3ec741 100644
--- a/gui/dialogs/rendering.xml
+++ b/gui/dialogs/rendering.xml
@@ -341,7 +341,7 @@
true
-
+
hbox
@@ -353,6 +353,7 @@
0.0
5.0
1.0
+ 0.17
/sim/rendering/shaders/quality-level
dialog-apply
@@ -369,7 +370,7 @@
/sim/rendering/shaders/quality-level
-
+
hbox
-
+
vbox
@@ -416,7 +417,7 @@
-
+
hbox
@@ -430,11 +431,11 @@
true
-
+
hbox
right
-
+
@@ -465,13 +466,13 @@
0.0
5000.0
- /environment/snow-level-m
+ /sim/rendering/snow-level-m
- dialog-apply
- snow-level
+ dialog-apply
+ snow-level
-
+
left
@@ -488,10 +489,10 @@
%.fm
true
- /environment/snow-level-m
+ /sim/rendering/snow-level-m
-
+
hbox
@@ -510,7 +511,7 @@
true
-
+
vbox
@@ -570,7 +571,7 @@
/sim/rendering/mie
-
+
hbox
right
@@ -656,7 +657,7 @@
/sim/rendering/dome-density
-
+
1
diff --git a/gui/dialogs/shaders.xml b/gui/dialogs/shaders.xml
index 32e8406c7..75a4c462f 100644
--- a/gui/dialogs/shaders.xml
+++ b/gui/dialogs/shaders.xml
@@ -184,6 +184,7 @@
0.0
5.0
1.0
+ 0.17
/sim/rendering/shaders/urban
dialog-apply
@@ -196,6 +197,7 @@
0.0
5.0
1.0
+ 0.17
/sim/rendering/shaders/water
dialog-apply