 	    // PERFORMANCE_IDEA: A coarse check for ellipsoid intersection could be done on the CPU first.
 	    if (czm_pointInEllipsoid(ellipsoid, v_positionWC))
 	    {
-            discard;
+            gl_FragColor = vec4(1.0);
+            return;
+//            discard;
 	    }
-	
+
+    }	
+/*    
 	    // Discard if in the sensor's shadow
 	    if (inSensorShadow(sensorVertexWC, ellipsoid, v_positionEC))
 	    {
 	        discard;
 	    }
     }
-    
+
     // Discard if not in the sensor's sphere
     // PERFORMANCE_IDEA: We can omit this check if the radius is Number.POSITIVE_INFINITY.
     if (distance(v_positionEC, sensorVertexEC) > u_sensorRadius)
     {
         discard;
     }
+*/
 
     czm_ray ray = czm_ray(vec3(0.0), normalize(v_positionEC));  // Ray from eye to fragment in eye coordinates
     czm_raySegment ellipsoidInterval = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);

bool czm_pointInEllipsoid(czm_ellipsoid ellipsoid, vec3 point)
{
    // TODO: Take into account ellipsoid's center; optimize with radii-squared; and move elsewhere
    return (((point.x * point.x) / (ellipsoid.radii.x * ellipsoid.radii.x)) +
            ((point.y * point.y) / (ellipsoid.radii.y * ellipsoid.radii.y)) +
            ((point.z * point.z) / (ellipsoid.radii.z * ellipsoid.radii.z)) < 1.0);
}

void main()

    materialInput.normalEC = normalEC;
    
    czm_material material = czm_getMaterial(materialInput);
    return czm_phong(normalize(positionToEyeEC), material);
}

#endif
