http://en.wikipedia.org/wiki/Rayleigh_scattering
http://en.wikipedia.org/wiki/Mie_theory
Aye, there are tons of papers about realtime atmospheric scattering, using Rayleigh and Mie scattering. In my shader however I simplified and changed a lot of things. To implement a realistic scattering model I would need to do numerical integrations with a high number of samples and that would kill FPS even more . What's left of the realistic equations in the shader basically is the color of each scattering, and the phase functions determining the directional dependence of each scattering process.
By the way, I found that the reason I had so little fps was simply my distant statics rendering range, which was way too high (25 cells). By leaving it at my previous settings of 7 cells and just increasing the distant land rendering distance, the FPS hit was rather small. There are still many problems with the new fog though, so I doubt the new algorithms can be released anytime soon.