 #include "precomputed_atmosphere/atmosphere_predefine.glsl"
 #include "precomputed_atmosphere/atmosphere_vs.glsl"
 
-const vec3 kSphereCenter = vec3(0.0, 2.0, 0.0);
+const vec3 kSphereCenter = vec3(1.0, 1.0, -2.0);
 const float kSphereRadius = 1.0;
 const vec3 kSphereAlbedo = vec3(0.8);
 const vec3 kGroundAlbedo = vec3(0.0, 0.0, 0.04);


            if(false == shadow_enter && s <= shadow_uv.z)
            {
                shadow_enter = true;
                s_in = world_pos.z;
                continue;

uniform vec3 SUN_RADIANCE_TO_LUMINANCE;


vec3 GetSolarRadiance()
{
    return ATMOSPHERE.solar_irradiance /
