         }
 
         // 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;


            const bool inverse_ray_march = false;

            float march_step = cloud_thickness / float(march_count) / max(0.5, abs(eye_direction.y));
            float distortion = texture(texture_noise, ray_start_pos.xzy * 0.0005 + cloud_speed * 0.5).x;

            for(int i=0; i<march_count; ++i)
            {
