 
         // Distance of the pixel in the gBuffer to the observer
         double pixelDepth = distance(cameraPositionInObject.xyz, fragObjectCoords.xyz);
-
+        
         // All calculations are done in Km:
         pixelDepth /= 1000.0;
         fragObjectCoords.xyz /= 1000.0;
         
         if (meanPosition.xyz != vec3(0.0) && (pixelDepth < offset)) {        
           renderTarget = meanColor;
-          //renderTarget = vec4(1.0, 0.0, 0.0, 1.0);
         } else {
           // Following paper nomenclature      
           double t = offset;                  

          vec3 inscatterColor = inscatterRadiance(x, tF, irradianceFactor, v,
                                                  s, r, mu, attenuation, 
                                                  vec3(fragObjectCoords.xyz),
                                                  maxLength, pixelDepth); 
          vec3 groundColor    = groundColor(x, tF, v, s, r, mu, attenuation,
                                            meanColor, meanNormal, irradianceFactor);
          vec3 sunColor       = sunColor(x, tF, v, s, r, mu, irradianceFactor); 

          //renderTarget = vec4(vec3(pixelDepth/100000),1.0);
        }
      } else {
        renderTarget = vec4(HDR(meanColor.xyz), 1.0);        
      }
    } else {
      // No ATM defined.
