message: sky shader cleanup
diff: -const float PI = 3.141592;
  +const float PI = 3.14159265358979323846;
  #if defined(FOG)
  const int iSteps = 8;
  const int jSteps = 8;
  #else
  -const int iSteps = 16;
  -const int jSteps = 8;
  +const int iSteps = 8;
  +const int jSteps = 16;
  #endif
  //Environment
  @@ -12,13 +12,13 @@ const float RPlanet = 6360e3; // Radius of the planet in meters
  const float RAtmos = 6380e3; // Radius of the atmosphere in meters
  const float RClouds = RPlanet+3000; // Clouds height in meters
  // Rayleigh scattering coefficient
  -const vec3 RSC = vec3(0.00000519673,
  - 0.0000121427,
  - 0.0000296453);
  +const vec3 RSC = vec3(0.0000038,
  + 0.0000135,
  + 0.0000331);
  const float Hr = 8000.0; // Reyleight scattering top
  const float Hm = 1000.0; // Mie scattering top
  const float kMie = 21e-6; // Mie scattering coefficient
  -const float g = 0.45; // light concentration .76 //.45 //.6 .45 is normaL
  +const float g = 0.46; // light concentration .76 //.45 //.6 .45 is normaL
  const float g2 = g * g;
  const float sunPower = 10.0; // sun light power, 10.0 is normal
  @@ -83,8 +83,8 @@ float rayIntersect(in vec3 p, in vec3 d, in float R) {
  vec3 scatter(vec3 pos, vec3 view, in vec3 sunDir, float rayLength, out float outScat) {
  float mu = dot(view, sunDir);
  float opmu2 = 1.0 + mu*mu;
  - float phaseR = 0.0596831 * opmu2;
  - float phaseM = 0.1193662 * (1.0 - g2) * opmu2 / ((2.0 + g2) * pow(1.0 + g2 - 2.0*g*mu, 1.5));
  + float phaseR = 3.0/(16.0*PI) * opmu2;
  + float phaseM = 3.0/(8.0 *PI) * ((1.0 - g2) * opmu2) / ((2.0 + g2) * pow(1.0 + g2 - 2.0*g*mu, 1.5));
  float depthR = 0.0, depthM = 0.0;
  vec3 R = vec3(0.0), M = vec3(0.0);
  @@ -131,8 +131,7 @@ vec3 atmosphere(in vec3 pos, vec3 view, vec3 sunDir) {
  sunDir.y = -sunDir.y;
  att = 0.25;
  }
  - if(view.y <= -0.0)
  - view.y = -view.y;
  + view.y = abs(view.y);
  float scatt = 0;
  float rayLength = rayIntersect(pos, view, RAtmos);
  return scatter(pos, view, sunDir, rayLength, scatt) * att;
  