 
 
 const uint optical_depth_sample_count = 16;
-const uint sample_count = 16;
+const uint sample_count = 8;
 const float km = 1000.0;
 
 

    if(enters >= 0.0 && enters < view_dist) {
        const vec3 start = cam_pos + view_dir * enters;
        const float dist = min(exits, view_dist - enters);
        light = compute_light(start, view_dir, dist) * light_color;
    }

    out_color = vec4(light, 1.0);

float atmosphere_density(vec3 pos) {
    return atmosphere_density(normalized_altitude(pos));
}


float optical_depth_from_lut(vec3 orig, vec3 dir) {
