     float sun_z = normalize(u_sun_pos).z;
     float sun_x = normalize(u_sun_pos).x;
     float sun_y = normalize(u_sun_pos).y;
-    float sun_phi = acos(sun_x);
 
-// SHIT
-    sun_phi = acos( (sun_x) / sqrt(sun_x * sun_x + sun_y * sun_y) );
-
+    float sun_phi = acos( (sun_x) / sqrt(sun_x * sun_x + sun_y * sun_y) );
     if (sun_y < 0) {
         sun_phi = 2*PI - sun_phi;
     }

    if (phi_diff > 0.5) {
        phi_diff = 1.0 - phi_diff;
    }

    phi_diff *= 2.0;

    float sun_start;

    if (sun_x > 0) {
        sun_start = sunrise_start;
    } else {

        float percent= diff/size;
        color = (nightblue_color + (sunset_color - nightblue_color) * percent);
        color = mix(color, nightblue_color, phi_diff);
    // sunrise to high_noon OR high_noon to sunset
    } else if (sun_z > sun_start && sun_z < high_noon_start) {
        float size = high_noon_start - sun_start;
