 float HG (vec3 v, vec3 l)
 {
 	float VoL = dot(v, l);
-	float g = 0.25f;
+	float g = 0.2f;
 	float HG = (1.0f - g*g) / (4.0f * Pi * pow(1.0f + g*g - 2.0f * g * VoL, 1.5f));
 
 	return HG;

	vec3 farPos = alpha >= 0.0f ? wsCamPos + viewRay * (l1 + l2) : wsCamPos + viewRay * (l2 - l1);

	int sampleCount = SAMPLE_COUNT;
	float stepSizeShort = distance(nearPos, farPos) * 0.5f / sampleCount;
	float stepSizeLong = stepSizeShort * 2.0f;

	vec3 samplePos = IsInCloud(wsCamPos) ? wsCamPos : nearPos;
	vec4 cloudColor = vec4(0.0f);
	float densityTest = 0.0f;
	int zeroCount = 0;

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

uniform mat4 proMat;

uniform vec3 cloudBias;
uniform float Coverage;
uniform float Precipitation = 1.0f;

const float PLANET_RADIUS = 6500000.0f;
const vec3 PLANET_CENTER = vec3(0.0f, -PLANET_RADIUS, 0.0f);
const float MIN_CLOUD_ALTITUDE = 1500.0f;
const float MAX_CLOUD_ALTITUDE = 6000.0f;
const float CLOUD_HEIGHT = MAX_CLOUD_ALTITUDE - MIN_CLOUD_ALTITUDE;
const float CLOUD_HEIGHT_INV = 1.0f / CLOUD_HEIGHT;

