                 vec4 finalRadiance = vec4(inscatterColor + groundColorV + sunColorV, 1.0);
 
                 atmosphereFinalColor += finalRadiance;
->>>>>>> master
             }
         } 
-<<<<<<< HEAD
-        else {
-            discard;
-        }
-        //renderTarget = vec4(1.0, 0.0, 0.0, 1.0);
-=======
         else { // no intersection
             // Buffer color
             atmosphereFinalColor += color;

    // we will subtract the attenuated scattering light from that path in the
    // current path.
    vec4 inscatterRadiance = max(texture4D(inscatterTexture, r, mu, muSun, nu), 0.0);
<<<<<<< HEAD
    
=======
      
>>>>>>> master
    // After removing the initial path from camera pos to top of atmosphere (for an
    // observer in the space) we test if the light ray is hitting the atmosphere
    vec3  x0     = fragPosObj;

    if (abs(mu - muHorizon) < INTERPOLATION_EPS) {
        // We want an interpolation value close to 1/2, so the
        // contribution of each radiance value is almost the same
        // or it has a heavy weight if from above or below horizon
        float interpolationValue = ((mu - muHorizon) + INTERPOLATION_EPS) / (2.0f * INTERPOLATION_EPS);

        //float t2 = t * t;
