diff --git a/Effects/road.eff b/Effects/road.eff
new file mode 100644
index 000000000..3c425bbb6
--- /dev/null
+++ b/Effects/road.eff
@@ -0,0 +1,15 @@
+
+
+
+ Effects/road
+ Effects/model-combined-deferred
+
+
+
+
+
+ Shaders/road-ALS-ultra.frag
+
+
+
+
diff --git a/Environment/local-weather-rules.xml b/Environment/local-weather-rules.xml
index b17762539..4313bb746 100644
--- a/Environment/local-weather-rules.xml
+++ b/Environment/local-weather-rules.xml
@@ -801,6 +801,45 @@
+
+
+
+ EnvironmentInterpolator:OSM:Lightmap:Night
+ gain
+
+
+
+ /sim/time/sun-angle-rad
+ 1.45
+
+
+
+
+ 1.0
+
+
+
+
+
+ EnvironmentInterpolator:OSM:Lightmap:Day
+ gain
+
+
+
+
+ /sim/time/sun-angle-rad
+ 1.45
+
+
+
+
+
+ 0.0
+
+
+
+
+
EnvironmentInterpolator:Precipitation:Illumination
diff --git a/Shaders/road-ALS-ultra.frag b/Shaders/road-ALS-ultra.frag
new file mode 100644
index 000000000..7db610a65
--- /dev/null
+++ b/Shaders/road-ALS-ultra.frag
@@ -0,0 +1,620 @@
+// -*- mode: C; -*-
+// Licence: GPL v2
+// Authors: Frederic Bouvier and Gijs de Rooy
+// with major additions and revisions by
+// Emilian Huminiuc and Vivian Meazza 2011
+// ported to Atmospheric Light Scattering
+// by Thorsten Renk, 2013
+// changes for road and traffic rendering
+// by Thorsten Renk 2017
+#version 120
+
+varying vec3 VBinormal;
+varying vec3 VNormal;
+varying vec3 VTangent;
+varying vec3 rawpos;
+varying vec3 reflVec;
+varying vec3 vViewVec;
+varying vec3 vertVec;
+
+varying float alpha;
+
+uniform sampler2D BaseTex;
+uniform sampler2D LightMapTex;
+uniform sampler2D NormalTex;
+uniform sampler2D ReflMapTex;
+uniform sampler2D ReflGradientsTex;
+uniform sampler3D ReflNoiseTex;
+uniform samplerCube Environment;
+uniform sampler2D GrainTex;
+
+uniform int dirt_enabled;
+uniform int dirt_multi;
+uniform int lightmap_enabled;
+uniform int lightmap_multi;
+uniform int nmap_dds;
+uniform int nmap_enabled;
+uniform int refl_enabled;
+uniform int refl_type;
+uniform int refl_map;
+uniform int grain_texture_enabled;
+uniform int rain_enabled;
+uniform int cloud_shadow_flag;
+uniform int use_searchlight;
+uniform int use_landing_light;
+uniform int use_alt_landing_light;
+
+uniform float amb_correction;
+uniform float dirt_b_factor;
+uniform float dirt_g_factor;
+uniform float dirt_r_factor;
+uniform float lightmap_a_factor;
+uniform float lightmap_b_factor;
+uniform float lightmap_g_factor;
+uniform float lightmap_r_factor;
+uniform float nmap_tile;
+uniform float refl_correction;
+uniform float refl_fresnel;
+uniform float refl_fresnel_factor;
+uniform float refl_noise;
+uniform float refl_rainbow;
+uniform float grain_magnification;
+uniform float wetness;
+uniform float rain_norm;
+
+uniform float avisibility;
+uniform float cloud_self_shading;
+uniform float eye_alt;
+uniform float ground_scattering;
+uniform float hazeLayerAltitude;
+uniform float moonlight;
+uniform float overcast;
+uniform float scattering;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float visibility;
+uniform float air_pollution;
+
+uniform float osg_SimulationTime;
+
+uniform float landing_light1_offset;
+uniform float landing_light2_offset;
+uniform float landing_light3_offset;
+
+uniform bool use_IR_vision;
+
+// constants needed by the light and fog computations ###################################################
+
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+uniform vec3 lightmap_r_color;
+uniform vec3 lightmap_g_color;
+uniform vec3 lightmap_b_color;
+uniform vec3 lightmap_a_color;
+
+uniform vec3 dirt_r_color;
+uniform vec3 dirt_g_color;
+uniform vec3 dirt_b_color;
+
+float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
+float shadow_func (in float x, in float y, in float noise, in float dist);
+float fog_func (in float targ, in float altitude);
+float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
+float alt_factor(in float eye_alt, in float vertex_alt);
+float light_distance_fading(in float dist);
+float fog_backscatter(in float avisibility);
+
+vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
+vec3 get_hazeColor(in float lightArg);
+vec3 searchlight();
+vec3 landing_light(in float offset, in float offsetv);
+vec3 filter_combined (in vec3 color) ;
+vec3 addLights(in vec3 color1, in vec3 color2);
+
+
+float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
+ {
+ 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));
+ }
+
+
+
+
+
+void main (void)
+ {
+ vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
+ vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile);
+ vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
+ vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
+ vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
+
+ vec4 grainTexel;
+
+ vec3 mixedcolor;
+ vec3 N = vec3(0.0,0.0,1.0);
+
+
+ float pf = 0.0;
+ float pf1 = 0.0;
+ ///some generic light scattering parameters
+ vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+ float alt = eye_alt;
+ float effective_scattering = min(scattering, cloud_self_shading);
+
+
+ /// BEGIN geometry for light
+
+ vec3 up = (gl_ModelViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
+ //vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0));
+ //worldPos3D.a = 0.0;
+ //vec3 up = (osg_ViewMatrix * worldPos3D).xyz;
+ float dist = length(vertVec);
+ float vertex_alt = max(100.0,dot(up, vertVec) + alt);
+ float vertex_scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
+
+
+ vec3 lightHorizon = gl_LightSource[0].position.xyz - up * dot(up,gl_LightSource[0].position.xyz);
+ float yprime = -dot(vertVec, lightHorizon);
+ float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
+ float lightArg = (terminator-yprime_alt)/100000.0;
+
+ float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
+
+ float mie_angle;
+ if (lightArg < 10.0)
+ {mie_angle = (0.5 * dot(normalize(vertVec), normalize(gl_LightSource[0].position.xyz)) ) + 0.5;}
+ else
+ {mie_angle = 1.0;}
+
+ float fog_vertex_alt = max(vertex_alt,hazeLayerAltitude);
+ float fog_yprime_alt = yprime_alt;
+ if (fog_vertex_alt > hazeLayerAltitude)
+ {
+ if (dist > 0.8 * avisibility)
+ {
+ fog_vertex_alt = mix(fog_vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
+ fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt);
+ }
+ }
+ else
+ {
+ fog_vertex_alt = hazeLayerAltitude;
+ fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt);
+ }
+
+ float fog_lightArg = (terminator-fog_yprime_alt)/100000.0;
+ float fog_earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, fog_yprime_alt) + 0.1;
+
+ float ct = dot(normalize(up), normalize(vertVec));
+
+ /// END geometry for light
+
+
+ /// BEGIN light
+ vec4 light_diffuse;
+ vec4 light_ambient;
+ float intensity;
+
+ light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 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;
+ light_diffuse = light_diffuse * vertex_scattering;
+
+ light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
+
+ if (earthShade < 0.5)
+ {
+ intensity = length(light_ambient.rgb);
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
+ light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+
+ intensity = length(light_diffuse.rgb);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
+ }
+
+ vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
+ vec3 ecViewDir = (gl_ModelViewMatrix * (ep - vec4(rawpos, 1.0))).xyz;
+ vec3 HV = normalize(normalize(gl_LightSource[0].position.xyz) + normalize(ecViewDir));
+
+ /// END light
+
+ /// BEGIN grain overlay
+ if (grain_texture_enabled ==1)
+ {
+ grainTexel = texture2D(GrainTex, gl_TexCoord[0].st * grain_magnification);
+ texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a );
+ }
+ else if (grain_texture_enabled == 2)
+ {
+ grainTexel = texture2D(GrainTex, rawpos.xy * grain_magnification);
+ texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a );
+ }
+
+ /// END grain overlay
+
+ vec3 reflVecN;
+
+ ///BEGIN bump
+ if (nmap_enabled > 0){
+ N = nmap.rgb * 2.0 - 1.0;
+ // this is exact only for viewing under 90 degrees but much faster than the real solution
+ reflVecN = normalize (N.x * VTangent + N.y * VBinormal + N.z * reflVec);
+ N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
+ if (nmap_dds > 0)
+ N = -N;
+ } else {
+ N = normalize(VNormal);
+ reflVecN = reflVec;
+ }
+ ///END bump
+
+
+
+ vec4 reflection = textureCube(Environment, reflVecN );
+ vec3 viewVec = normalize(vViewVec);
+ float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
+ vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
+ vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
+
+ float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
+ //float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
+ float nDotHV = max(0.0, dot(N,HV));
+ //glare on the backside of tranparent objects
+ if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0)
+ && dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
+ nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)) * (1.0 -texel.a) );
+ nDotHV = max(0.0, dot(-N, HV) * (1.0 -texel.a) );
+ }
+
+ float nDotVP1 = 0.0;
+ float nDotHV1 = 0.0;
+
+
+ // try specular reflection of sky irradiance
+ nDotVP1 = max(0.0, dot(N, up));
+ nDotHV1 = max(0.0, dot(N, normalize(normalize(up) + normalize(-vertVec))));
+
+
+ if (nDotVP == 0.0)
+ {pf = 0.0;}
+ else
+ {pf = pow(nDotHV, gl_FrontMaterial.shininess);}
+
+ if (nDotVP1 == 0.0)
+ {pf1 = 0.0;}
+ else
+ {pf1 = pow(nDotHV1, 0.5*gl_FrontMaterial.shininess);}
+
+
+ vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz;
+ if (cloud_shadow_flag == 1)
+ {
+ light_diffuse = light_diffuse * shadow_func(relPos.x, relPos.y, 1.0, dist);
+ }
+
+ vec3 secondary_light = vec3 (0.0,0.0,0.0);
+
+ if (use_searchlight == 1)
+ {
+ secondary_light += searchlight();
+ }
+ if (use_landing_light == 1)
+ {
+ secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
+ }
+ if (use_alt_landing_light == 1)
+ {
+ secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
+ }
+
+
+ vec4 Diffuse = light_diffuse * nDotVP;
+ Diffuse.rgb += secondary_light * light_distance_fading(dist);
+ if (use_IR_vision)
+ {
+ Diffuse.rgb = max(Diffuse.rgb, vec3 (0.5, 0.5, 0.5));
+ }
+ vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf + gl_FrontMaterial.specular * light_ambient * pf1;
+ Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
+
+ vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
+ color = clamp( color, 0.0, 1.0 );
+
+ ////////////////////////////////////////////////////////////////////
+ //BEGIN reflect
+ ////////////////////////////////////////////////////////////////////
+ if (refl_enabled > 0){
+ float reflFactor = 0.0;
+ float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
+
+ if(refl_map > 0){
+ // map the shininess of the object with user input
+ //float pam = (map.a * -2) + 1; //reverse map
+ reflFactor = reflmap.a + transparency_offset;
+ } else if (nmap_enabled > 0) {
+ // set the reflectivity proportional to shininess with user input
+ reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
+ } else {
+ reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset;
+ }
+
+ // enhance low angle reflection by a fresnel term
+ float fresnel_enhance = (1.0-smoothstep(0.0,0.4, dot(N,-normalize(vertVec)))) * refl_fresnel_factor;
+
+ reflFactor+=fresnel_enhance;
+
+ reflFactor = clamp(reflFactor, 0.0, 1.0);
+
+ // add fringing fresnel and rainbow effects and modulate by reflection
+ vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
+ //vec4 reflcolor = reflection;
+ vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
+ vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
+ //vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
+ vec4 raincolor = vec4(noisecolor.rgb, 1.0);
+ raincolor += Specular;
+ raincolor *= light_diffuse;
+
+ if (refl_type == 1)
+ {mixedcolor = mix(texel, raincolor, reflFactor).rgb;}
+ else if (refl_type == 2)
+ {mixedcolor = ((texel +(reflcolor * reflFactor))-(0.5*reflFactor)).rgb;}
+
+ } else {
+ mixedcolor = texel.rgb;
+ }
+ /////////////////////////////////////////////////////////////////////
+ //END reflect
+ /////////////////////////////////////////////////////////////////////
+
+ //////////////////////////////////////////////////////////////////////
+ //begin DIRT
+ //////////////////////////////////////////////////////////////////////
+ if (dirt_enabled >= 1){
+ vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
+ vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
+ //dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
+ if (dirt_multi > 0) {
+ //dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
+ //dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
+ }
+ }
+ //////////////////////////////////////////////////////////////////////
+ //END Dirt
+ //////////////////////////////////////////////////////////////////////
+
+ //////////////////////////////////////////////////////////////////////
+ //begin WETNESS
+ //////////////////////////////////////////////////////////////////////
+
+ if (rain_enabled >0.0)
+ {
+ texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
+ float rain_factor = 0.0;
+
+ float rain_orientation = max(dot(VNormal, up),0.0);
+
+ if ((rain_norm > 0.0) && (rain_orientation > 0.0))
+ {
+ rain_factor += DotNoise2D(rawpos.xy, 0.2 ,0.5, rain_norm) * abs(sin(6.0*osg_SimulationTime));
+ rain_factor += DotNoise2D(rawpos.xy, 0.3 ,0.4, rain_norm) * abs(sin(6.0*osg_SimulationTime + 2.094));
+ rain_factor += DotNoise2D(rawpos.xy, 0.4 ,0.3, rain_norm)* abs(sin(6.0*osg_SimulationTime + 4.188));
+ }
+
+
+
+ // secondary reflection of sky irradiance in water film
+ float fresnelW = ((0.8 * wetness) ) * (1.0-smoothstep(0.0,0.4, dot(N,-normalize(vertVec)) * 1.0 - 0.2 * rain_factor * wetness));
+ float sky_factor = (1.0-ct*ct);
+ vec3 sky_light = vec3 (1.0,1.0,1.0) * length(light_diffuse.rgb) * (1.0-effective_scattering);
+ Specular.rgb += sky_factor * fresnelW * sky_light;
+ }
+ /////////////////////////////////////////////////////////////////////
+ //end WETNESS
+ //////////////////////////////////////////////////////////////////////
+
+
+ // set ambient adjustment to remove bluiness with user input
+ float ambient_offset = clamp(amb_correction, -1.0, 1.0);
+ //vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
+ vec4 ambient = gl_LightModel.ambient + light_ambient;
+ vec4 ambient_Correction = vec4(ambient.rg, ambient.b * 0.6, 1.0)
+ * ambient_offset ;
+ ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
+
+ color.a = texel.a * alpha;
+ vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
+
+ fragColor += Specular * nmap.a;
+
+ //////////////////////////////////////////////////////////////////////
+ // BEGIN lightmap
+ //////////////////////////////////////////////////////////////////////
+ if ( lightmap_enabled >= 1 ) {
+ vec3 lightmapcolor = vec3(0.0);
+ vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
+ lightmap_b_factor, lightmap_a_factor);
+ lightmapFactor = lightmapFactor * lightmapTexel;
+ if (lightmap_multi > 0 ){
+ //lightmapcolor = lightmap_r_color * lightmapFactor.r +
+ // lightmap_g_color * lightmapFactor.g +
+ // lightmap_b_color * lightmapFactor.b +
+ // lightmap_a_color * lightmapFactor.a ;
+
+ lightmapcolor = lightmap_r_color * lightmapFactor.r;
+ lightmapcolor = addLights(lightmapcolor, lightmap_g_color * lightmapFactor.g);
+ lightmapcolor = addLights(lightmapcolor, lightmap_b_color * lightmapFactor.b);
+ lightmapcolor = addLights(lightmapcolor, lightmap_a_color * lightmapFactor.a);
+
+
+ } else {
+ lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
+ }
+ fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5));
+ }
+ //////////////////////////////////////////////////////////////////////
+ // END lightmap
+ /////////////////////////////////////////////////////////////////////
+
+
+ /// BEGIN fog amount
+
+ float transmission;
+ float vAltitude;
+ float delta_zv;
+ float H;
+ float distance_in_layer;
+ float transmission_arg;
+ float eqColorFactor;
+
+ float delta_z = hazeLayerAltitude - eye_alt;
+ float mvisibility = min(visibility, avisibility);
+
+ if (dist > 0.04 * mvisibility)
+ {
+ 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,mvisibility) * 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;
+ }
+ }
+
+ transmission_arg = (dist-distance_in_layer)/avisibility;
+
+
+ if (visibility < avisibility)
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/visibility);
+ eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
+ }
+ else
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/avisibility);
+ eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
+ }
+ transmission = fog_func(transmission_arg, alt);
+ if (eqColorFactor < 0.2) eqColorFactor = 0.2;
+ }
+ else
+ {
+ eqColorFactor = 1.0;
+ transmission = 1.0;
+ }
+
+ /// END fog amount
+
+ /// BEGIN fog color
+
+ vec3 hazeColor = get_hazeColor(fog_lightArg);
+
+ float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
+ float lightIntensity = length(hazeColor * effective_scattering) * rShade;
+
+ if (transmission< 1.0)
+ {
+
+
+
+ if (fog_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);
+ hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
+
+ hazeColor.r = hazeColor.r * 0.83;
+ hazeColor.g = hazeColor.g * 0.9;
+
+ 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,fog_earthShade) ));
+ hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
+
+ float shadow = mix( min(1.0 + dot(VNormal,gl_LightSource[0].position.xyz),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));
+ }
+ else
+ {
+ hazeColor = vec3 (1.0, 1.0, 1.0);
+ }
+
+ if (use_IR_vision)
+ {
+ //hazeColor.rgb = max(hazeColor.rgb, vec3 (0.5, 0.5, 0.5));
+ }
+
+
+ /// END fog color
+ fragColor = clamp(fragColor, 0.0, 1.0);
+ hazeColor = clamp(hazeColor, 0.0, 1.0);
+
+ ///BEGIN Rayleigh fog ///
+
+ // Rayleigh color shift due to out-scattering
+ float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
+ float outscatter = 1.0-exp(-dist/rayleigh_length);
+ fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
+
+ vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
+ float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
+ fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
+
+ /// END Rayleigh fog
+
+ // don't let the light fade out too rapidly
+ lightArg = (terminator + 200000.0)/100000.0;
+ float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
+ vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
+ hazeColor *= eqColorFactor * fog_earthShade;
+ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
+
+
+ fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
+
+
+ fragColor.rgb = filter_combined(fragColor.rgb);
+ //gl_FragColor = vec4 (1.0, 0.0, 0.0,1.0);
+ gl_FragColor = fragColor;
+ }