// float rayleighPhase(float angle)
// {
//     return 0.75 * ( 1 + pow2(cos(angle)));
// }

// float miePhase(float angle, float g)
// {
//     float gPow = pow2(g);
//     return 1.5 * ((1 - gPow) / (2 + gPow)) * ((1 + pow2(cos(angle))) / pow(1 + gPow - 2 * g * cos(angle), 1.5));
// }

// const float refractionIndex = 1.0003;
// const float coEff = 2.5e+25;

// const float polariasbility = (2 * pow2(PI)*pow2(pow2(refractionIndex) - 1)) / 3*pow2(coEff);

// float densityFunction(float altitude, const float meters)
// {
//     exp(-altitude / meters); //8000 for rayleigh 1200 for mie
// }

// // float rayleighCoeff(float wavelength)
// // {
// //     return 4 * PI * (coEff/pow(wavelength, 4.0)) * polariasbility;
// // }

// // float mieCoeff()
// // {
// //     return 4 * PI * coEff * polariasbility;
// // }

// const vec3 rayleighScatteringCoeffs = vec3(6.42905682e-6, 1.08663713e-5, 2.4844733e-5);
// const float mieScatteringCoeff = 0.00000925288;

// const vec3 incidentIntensity = vec3(1.0, 0.949, 0.937);

// vec3 scatterIntensity(float angle, float P, int rayleighOrMie) //0 = rayleigh, 1 = mie
// {
//     float altitude = 0.0; //Just for now for no reason

//     const float meters = 8000.0;
//     if(rayleighOrMie == 1) meters = 1200.0;

//     float phase = (rayleighOrMie == 0) ? rayleighPhase(angle) : miePhase(angle, 0.76);

//     float density = densityFunction(altitude, meters);

//     vec3 rayMieCoeff = (rayleighOrMie == 0) ? rayleighScatteringCoeffs : vec3(mieScatteringCoeff);

//     return incidentIntensity * density * phase * rayMieCoeff;
// }