     // through the atmosphere. If this ray hits something inside the atmosphere,
     // we will subtract the attenuated scattering light from that path in the
     // current path.
-    vec4 inscatterRadiance = max(texture4D(inscatterTexture, r, mu, muSun, nu), 0.0);    
-      
+    vec4 inscatterRadiance = max(texture4D(inscatterTexture, r, mu, muSun, nu), 0.0);
+    
     // After removing the initial path from camera pos to top of atmosphere (for an
     // observer in the space) we test if the light ray is hitting the atmosphere
     vec3  x0     = fragPosObj;

    if (groundHit) {
        return finalScatteringRadiance;
    } else {
        return ((r-Rg) * invRtMinusRg)*spaceColor.rgb * backgroundConstant + finalScatteringRadiance;
    }
    
}

            discard;
        }
        //renderTarget = vec4(1.0, 0.0, 0.0, 1.0);
    }
}

