> There is a simple solution to that. Move the work in the fragment  
> shader. You
> won't be scene complexity bound, and you'll also have the correct depth
> available as (...)

Right... but I need the projection of the vertex position into the sun 
direction in the horizon plane to compute light - that's the part which doesn't 
go easily into the fragment shader. Maybe we have enough varying to pass all 
raw vectors involved right through the vertex shader - then everything can be 
done in the fragment part?

The problem might also be that similar to clouds, tree textures are transparent 
in places, and so the fragment part may be slower than expected (for clouds, 
moving too much into the fragment shader gets very slow for that reason).

Thanks for the suggestion in any case - plenty of things need to be tried...

* Thorsten
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