From db546a6fd6781f2aa491e1687425a63e34dbb538 Mon Sep 17 00:00:00 2001
From: Thorsten Renk <thorsten.i.renk@jyu.fi>
Date: Wed, 30 Jan 2013 10:04:27 +0200
Subject: [PATCH] Bugfixes for random building in Atmosperhic Light Scattering

---
 Effects/building.eff       | 10 ++++++----
 Shaders/building-haze.vert |  6 +++---
 2 files changed, 9 insertions(+), 7 deletions(-)

diff --git a/Effects/building.eff b/Effects/building.eff
index 96a407319..8cafc2d05 100644
--- a/Effects/building.eff
+++ b/Effects/building.eff
@@ -147,10 +147,12 @@
           </internal-format>
       </texture-unit>
       <program>
-          <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
-          <vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
-          <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
-	        <fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
+          <!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>-->
+          <!--<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>-->
+	  <vertex-shader>Shaders/building-default.vert</vertex-shader>
+	  <fragment-shader>Shaders/trivial.frag</fragment-shader>
+          <!--<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
+	  <fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
       </program>
       <uniform>
         <name>texture</name>
diff --git a/Shaders/building-haze.vert b/Shaders/building-haze.vert
index 95912ca2a..a110c5d42 100644
--- a/Shaders/building-haze.vert
+++ b/Shaders/building-haze.vert
@@ -26,7 +26,7 @@ varying vec3 relPos;
 //varying float yprime;
 //varying float vertex_alt;
 varying float yprime_alt;
-//varying float mie_angle;
+varying float mie_angle;
 
 uniform int colorMode;
 uniform float hazeLayerAltitude;
@@ -45,7 +45,7 @@ const float terminator_width = 200000.0;
 
 
 float earthShade;
-float mie_angle;
+//float mie_angle;
 
 
 float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
@@ -245,6 +245,6 @@ else // the faster, full-day version without lightfields
     // gl_FrontFacing in the fragment shader.
     gl_FrontColor.rgb = constant_term.rgb;  
     gl_BackColor.rgb = constant_term.rgb; 
-    gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle; 
+    //gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle; 
 }