         if(0.0 <= hit_dist && hit_dist < far_dist)
         {
             const float march_count = 32.0;
-            const float light_march_count = 8.0;
+            const float light_march_count = 16.0;
             const float march_step = cloud_height / march_count;
 
             const vec3 speed = vec3(cloud_speed, cloud_speed, 0.0) * TIME;

        ray_start_pos.y += CAMERA_POSITION.y;

        const vec3 light_color =
            LIGHT_COLOR.xyz * (cloud_sun_irradiance + cloud_sky_irradiance + cloud_in_scatter) * radiance;

        cloud.xyz = light_color;
        cloud.w = 0.0;

                    fade = 1.0 - pow(abs(saturate(relative_altitude / cloud_height) * 2.0 - 1.0), 3.0);

                    float light_density = get_cloud_density(cloud_scale, noise_scale, light_pos.xzy, speed, fade);
                    
                    if( light_density <= 0.01 )
                    {
                        continue;
                    }

                    light_intensity = saturate(light_intensity - light_density * cloud_absorption);

