                        const vec3 v, const vec3 s, out float r, out float mu,
                        out vec3 attenuation, const vec3 fragPosObj, out bool groundHit,
                        const double maxLength, const double pixelDepth,
-                       const vec4 spaceColor, const float sunIntensity, const vec3 normal) {
+                       const vec4 spaceColor, const float sunIntensity) {
 
     const float INTERPOLATION_EPS = 0.004f; // precision const from Brunetton
 

 *                                                                                       *
 * OpenSpace                                                                             *
 *                                                                                       *
 * Copyright (c) 2014-2019                                                               *
 *                                                                                       *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this  *
 * software and associated documentation files (the "Software"), to deal in the Software *

    if (abs(mu - muHorizon) < INTERPOLATION_EPS) {
        // We want an interpolation value close to 1/2, so the
        // contribution of each radiance value is almost the same
        // or it has a heavy weight if from above or below horizon
        float interpolationValue = ((mu - muHorizon) + INTERPOLATION_EPS) / (2.0f * INTERPOLATION_EPS);

        //float t2 = t * t;
