  //   Code:  http://sponeil.net/
  //   GPU Gems 2 Article:  https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter16.html
 
-const float fInnerRadius = 6378137.0;
-const float fOuterRadius = 6378137.0 * 1.025;
-const float fOuterRadius2 = fOuterRadius * fOuterRadius;
-
 const float Kr = 0.0025;
 const float Km = 0.0015;
 const float ESun = 15.0;

const float fKr4PI = Kr * 4.0 * czm_pi;
const float fKm4PI = Km * 4.0 * czm_pi;

const float fScale = 1.0 / (fOuterRadius - fInnerRadius);
const float fScaleDepth = 0.25;
const float fScaleOverScaleDepth = fScale / fScaleDepth;

struct AtmosphereColor
{


AtmosphereColor computeGroundAtmosphereFromSpace(vec3 v3Pos, bool dynamicLighting, vec3 lightDirectionWC)
{
    float fInnerRadius = czm_ellipsoidRadii.x;
    float fOuterRadius = czm_ellipsoidRadii.x * 1.025;
    float fOuterRadius2 = fOuterRadius * fOuterRadius;

    float fScale = 1.0 / (fOuterRadius - fInnerRadius);
    float fScaleOverScaleDepth = fScale / fScaleDepth;

    vec3 v3InvWavelength = vec3(1.0 / pow(0.650, 4.0), 1.0 / pow(0.570, 4.0), 1.0 / pow(0.475, 4.0));

    // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
    vec3 v3Ray = v3Pos - czm_viewerPositionWC;
