 float atmosphere_density(vec3 pos) {
     return atmosphere_density(normalized_altitude(pos));
 }
-
 
 
 float optical_depth_from_lut(vec3 orig, vec3 dir) {




vec3 compute_light(vec3 orig, vec3 dir, float len) {
    const vec3 scattering_coef = rayleigh; //pow(vec3(scattering_strength) / wavelengths, vec3(4.0));

    const float step_size = len / (sample_count - 1);

    if(enters >= 0.0 && enters < view_dist) {
        const vec3 start = cam_pos + view_dir * enters;
        const float dist = min(exits, view_dist - enters);
        light = compute_scattered_light(start, view_dir, dist) * light_color;
    }

    out_color = vec4(light, 1.0);
