         }
 
         // Atmosphere
-        vec3 scene_radiance = vec3(0.0);
-        vec3 scene_in_scatter = vec3(0.0);
+        vec3 scene_in_scatter;
         vec3 scene_sun_irradiance;
         vec3 scene_sky_irradiance;
         {

        // apply altitude of camera
        ray_start_pos.y += CAMERA_POSITION.y;

        const vec3 light_color = LIGHT_COLOR.xyz * scene_radiance;
        float dist_fade = clamp(1.0 - (hit_dist - min_dist) / (far_dist - min_dist), 0.0, 1.0);
        cloud.xyz = light_color;


            GetSceneRadiance(
                ATMOSPHERE, hit_dist, -eye_direction, scene_shadow_length,
                scene_sun_irradiance, scene_sky_irradiance, scene_in_scatter);
            scene_sun_irradiance = scene_sun_irradiance * exposure;
            scene_sky_irradiance *= exposure;
            scene_in_scatter *= exposure;
        }
