diff --git a/Effects/landmass.eff b/Effects/landmass.eff
index cf2fd86a5..ad54d0aac 100644
--- a/Effects/landmass.eff
+++ b/Effects/landmass.eff
@@ -16,6 +16,116 @@
6
7
+
+
+
+ /sim/rendering/landmass-shader
+ /sim/rendering/shader-effects
+
+
+ 2.0
+
+
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+
+
+ GL_EXT_geometry_shader4
+
+
+
+ true
+
+
+
+
+ ambient-and-diffuse
+
+
+
+ smooth
+ back
+
+
+
+
+
+ 0
+ noise
+
+
+ 1
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+
+ Shaders/landmass-g.vert
+ Shaders/landmass.geom
+ Shaders/landmass.frag
+ 16
+ triangles
+ triangle-strip
+
+ tangent
+ 6
+
+
+ binormal
+ 7
+
+
+
+ NoiseTex
+ sampler-3d
+ 0
+
+
+ BaseTex
+ sampler-2d
+ 1
+
+
+ NormalTex
+ sampler-2d
+ 2
+
+
+ depth_factor
+ float
+ 0.01
+
+
+ canopy_height
+ float
+ 10.0
+
+
+ snowlevel
+ float
+
+
+
+
+
+
diff --git a/Shaders/landmass-g.vert b/Shaders/landmass-g.vert
new file mode 100644
index 000000000..fe89ab7a3
--- /dev/null
+++ b/Shaders/landmass-g.vert
@@ -0,0 +1,19 @@
+varying vec4 rawposIn;
+varying vec3 NormalIn;
+varying vec3 VTangentIn;
+varying vec3 VBinormalIn;
+
+attribute vec3 tangent;
+attribute vec3 binormal;
+
+void main(void)
+{
+ rawposIn = gl_Vertex;
+ NormalIn = normalize(gl_Normal);
+ VTangentIn = gl_NormalMatrix * tangent;
+ VBinormalIn = gl_NormalMatrix * binormal;
+
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+}
diff --git a/Shaders/landmass.geom b/Shaders/landmass.geom
new file mode 100644
index 000000000..16254ac14
--- /dev/null
+++ b/Shaders/landmass.geom
@@ -0,0 +1,75 @@
+#version 120
+#extension GL_EXT_geometry_shader4 : enable
+
+varying in vec4 rawposIn[];
+varying in vec3 NormalIn[];
+varying in vec3 VTangentIn[];
+varying in vec3 VBinormalIn[];
+
+varying out vec4 rawpos;
+varying out vec4 ecPosition;
+varying out vec3 VNormal;
+varying out vec3 VTangent;
+varying out vec3 VBinormal;
+varying out vec3 Normal;
+varying out vec4 constantColor;
+
+uniform float canopy_height;
+
+void createVertex(int i, int j, float offset, float s)
+{
+ rawpos = rawposIn[i] + offset * vec4(NormalIn[i], 0.0);
+ ecPosition = gl_ModelViewMatrix * rawpos;
+ if ( s == 0.0 )
+ {
+ vec4 v;
+ if (j < i)
+ {
+ v = rawposIn[j] - rawposIn[i];
+ Normal = normalize(cross( NormalIn[i], v.xyz ));
+ }
+ else
+ {
+ v = rawposIn[i] - rawposIn[j];
+ Normal = normalize(cross( NormalIn[j], v.xyz ));
+ }
+ }
+ else
+ {
+ Normal = NormalIn[i];
+ }
+ VNormal = normalize(gl_NormalMatrix * Normal);
+ VTangent = VTangentIn[i];
+ VBinormal = VBinormalIn[i];
+
+ gl_FrontColor = gl_FrontColorIn[i];
+ constantColor = gl_FrontMaterial.emission
+ + gl_FrontColorIn[i] * (gl_LightModel.ambient + gl_LightSource[0].ambient);
+ gl_Position = gl_ProjectionMatrix * ecPosition;
+ gl_TexCoord[0] = gl_TexCoordIn[i][0];
+ EmitVertex();
+}
+
+void main(void)
+{
+ createVertex(0, 1, canopy_height, 0.0);
+ createVertex(0, 1, 0.0, 0.0);
+ createVertex(1, 0, canopy_height, 0.0);
+ createVertex(1, 0, 0.0, 0.0);
+ EndPrimitive();
+ createVertex(1, 2, canopy_height, 0.0);
+ createVertex(1, 2, 0.0, 0.0);
+ createVertex(2, 1, canopy_height, 0.0);
+ createVertex(2, 1, 0.0, 0.0);
+ EndPrimitive();
+ createVertex(2, 0, canopy_height, 0.0);
+ createVertex(2, 0, 0.0, 0.0);
+ createVertex(0, 2, canopy_height, 0.0);
+ createVertex(0, 2, 0.0, 0.0);
+ EndPrimitive();
+
+ createVertex(0, 1, canopy_height, 1.0);
+ createVertex(1, 2, canopy_height, 1.0);
+ createVertex(2, 0, canopy_height, 1.0);
+ EndPrimitive();
+}