 				cloudColor.a += sampleDensity;
 
 				if (sampleDensity > 0.0f)
-					cloudColor.rgb += ConeTracingLight(samplePos, cloudColor.a, lightRay, viewRay, weatherData, mipmapLev);
+					cloudColor.rgb += ConeTracingLight(samplePos, cloudColor.a, heightF, lightRay, viewRay, weatherData, mipmapLev);
 				
 				samplePos += viewRay * stepSizeShort;
 			}

float HG (vec3 v, vec3 l)
{
	float VoL = dot(v, l);
	float g = 0.5f;
	float HG = (1.0f - g*g) / (4.0f * Pi * pow(1.0f + g*g - 2.0f * g * VoL, 1.5f));

	return HG;

const float CLOUD_HEIGHT = MAX_CLOUD_ALTITUDE - MIN_CLOUD_ALTITUDE;
const float CLOUD_HEIGHT_INV = 1.0f / CLOUD_HEIGHT;

const int SAMPLE_COUNT = 128;
const float Pi = 3.1415926f;
const vec3 randomV[5] = vec3[5](vec3(-0.010735935, 0.01647018, 0.0062425877),
			                     vec3(-0.06533369, 0.3647007, -0.13746321),
