     // varies from [PI..0] respectively
     // But because this is only functional for the upper hemisphere,
     // the phi for the lower hemisphere is calculated in the if statement
-    float phi = acos(unit_vector.x);
 
-// SHIT
-    phi = acos( (unit_vector.x) / sqrt(unit_vector.x * unit_vector.x + unit_vector.y * unit_vector.y) );
-
+    float phi = acos( (unit_vector.x) / sqrt(unit_vector.x * unit_vector.x + unit_vector.y * unit_vector.y) );
     if (unit_vector.y < 0) {
         phi = 2*PI - phi;
     }

    // night
    if (sun_z < nighttime) {
        color = nightblue_color;
        // color = vec3(phi_diff, 0,0 );

    // night to sunrise OR sunset to night
    } else if (sun_z > nighttime && sun_z < sun_start) {
        float size = sun_start - nighttime;

        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;
