         // apply altitude of camera
         ray_start_pos.y += CAMERA_POSITION.y;
 
-        const vec3 light_color = LIGHT_COLOR.xyz * scene_radiance;
+        const vec3 light_color = LIGHT_COLOR.xyz * scene_sun_irradiance;
         float dist_fade = clamp(1.0 - (hit_dist - min_dist) / (far_dist - min_dist), 0.0, 1.0);
         cloud.xyz = light_color;
 

            GetSceneRadiance(
                ATMOSPHERE, hit_dist, -eye_direction, scene_shadow_length,
                scene_sun_irradiance, scene_sky_irradiance, scene_in_scatter);
            scene_radiance = (scene_sun_irradiance + scene_sky_irradiance + scene_in_scatter) * exposure;
            scene_sky_irradiance *= exposure;
            scene_in_scatter *= exposure;
        }

        }

        // Atmosphere
        vec3 scene_in_scatter;
        vec3 scene_sun_irradiance;
        vec3 scene_sky_irradiance;
        {
