 }
 
 vec4 calculateSampleColor(in uint remainingActiveObjects, in int activeObjectCount,
-    in vec4 startPos_eye)
+    in vec4 currentPos_eye)
 {
   vec4 sampleColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
 


    if (squareGradientLength > 0.05f)
    {
      currentColor.rgb = calculateLighting(currentColor, startPos_eye.xyz, gradient);
    }
    currentColor.rgb = clampColor(currentColor.rgb);


  }
}

vec3 calculateLighting(vec4 color, vec3 currentPos_eye, vec3 gradient)
{
  const vec3 lightPos = vec3(0.0f, 0.0f, 0.0f);
  vec3 lightDir = normalize(lightPos - currentPos_eye);
  vec3 viewDir = -1.0f * normalize(currentPos_eye);
  vec3 normalizedGradient = normalize(gradient);

  float dotNL = max(dot(normalizedGradient, lightDir), 0.0f);
