     float phase_m = phase_mie(cos_angle);
 
     // Calculate light color
-    float turbidity = 2.0;
-    vec3 beta_m = BETA_M * turbidity;
+    vec3 beta_m = BETA_M;
     vec3 beta_r = BETA_R * COLOR_TINT_R;
     vec3 out_color = (scatter_r * phase_r * beta_r + scatter_m * phase_m * beta_m) * sun_intensity;
 

uniform float moon_intensity;
@slider1(0.0, 5.0)
uniform float density_scalar_m;
@slider1(0.0, 5.0)
uniform float density_scalar_r;
@color3

#define DENSITY_HEIGHT_SCALE_M  1200.0
#define PLANET_RADIUS           6360e3
#define ATMOSPHERE_RADIUS       6420e3
#define SAMPLE_STEPS            16
#define DENSITY_STEPS           16

@slider1(0.0, 50.0)
uniform float sun_intensity;
