. The compute shader seems to be almost working
 => Strange messages about slots 8 & 9 not bound to shader, etc. although I'm not changing those until the computation is complete
. I attempted to add profiling for each computation stage but unfortunately I only managed to measure the time of an API call!
 => What was I expecting, measuring GPU performance using CPU RDTSC? ^^
. What I need to do is prevent advancing in a specific stage so I always compute the same thing each frame
 => This way, I can use nSight to precisely measure the time the call is actually taking!
 => From there I can deduce the amount of blocks I can allow each frame

. Also, I get INCREDIBLE COLORS!!! Some incredible purple Sunsets they didn't even mention in the original paper!
 => Is this my bug fix of their code? I need to re-enable their bug to be sure!

. Unfortunately, this lets appearing ugly godrays artifacts at strong concentrations of fog / air
 => Need to investigate that!

. The horizon line bug is still there also. But less obvious than before...