Thank you for the reply. And i'm sorry for the vague question.
Well i'm trying to use Bruneton atmospheric scattering as a post process effect. This part works great thanks to the provide code with his paper. What i'm trying to do now is to draw my terrain with aerial perspective. And this seems to be harder then it looks. I read in the paper "we draw the terrain in the depth buffer only". So i made a depth map and passed this to the atmosphere shader (post process). I calculated the position from depth buffer and when i try to render i get this streched atmosphere.So i probably missed something. I hope i made the question less vague.Ty