Clouds are cool! I made this to learn how volumetric rendering works. I use a custom material on a box geometry to render
a ball of cloud inside of it. Most of the work is done in the fragment shader where raymarching is used
to step through the volume of a sphere (defined with a signed distance function).
Raymarching allows us to be efficient since we can take very large steps to get to our sphere volume
and then use the rest of our computational power on actually rendering inside of the sphere. At each step the density
and luminance are calculated for the volume. An approximation of Mie scattering is also used to help with making the
lighting more realistic.