static GLfloat fog_exp2_density;
static GLfloat rwy_exp2_punch_through;
static GLfloat taxi_exp2_punch_through;
+static GLfloat ground_exp2_punch_through;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
+ ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
if ( actual_visibility < 8000 ) {
rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
#endif
// draw ground lighting
+ glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
if ( fgGetBool("/sim/rendering/skyblend") ) {