         float percent= diff/size;
         color = (sunset_color + (high_noon_color - sunset_color) * percent);
         color = mix(color, nightblue_color, phi_diff);
-        // color = vec3(phi_diff, 0,0 );
-
-        // color = mix(vec3(1,0,0), vec3(0,1,0), phi_diff);
-
     // high_noon
     } else if (sun_z > high_noon_start) {
         color = high_noon_color;
-        // color = vec3(phi_diff, 0,0 );
-
     }
-
-
-
 }

    float sun_z = normalize(u_sun_pos).z;
    float sun_x = normalize(u_sun_pos).x;
    float sun_y = normalize(u_sun_pos).y;
    float sun_phi = acos(sun_x);

// SHIT
    sun_phi = acos( (sun_x) / sqrt(sun_x * sun_x + sun_y * sun_y) );

    if (sun_y < 0) {
        sun_phi = 2*PI - sun_phi;
    }

        float percent= diff/size;
        color = (nightblue_color + (sunset_color - nightblue_color) * percent);
        color = mix(color, nightblue_color, phi_diff);
    // sunrise to high_noon OR high_noon to sunset
    } else if (sun_z > sun_start && sun_z < high_noon_start) {
        float size = high_noon_start - sun_start;
