 
     // now map through opacity and color
     tColor = getColorForValue(value, posIS, tstep);
-
-    // compute the normal if needed
-    //VTK::Normal::Impl
-
-    // handle gradient opacity
-    //VTK::GradientOpacity::Impl
-
-    // handle lighting
-    //VTK::Light::Impl
 
     gl_FragData[0] = tColor;
   #endif

      }

      gl_FragData[0] = vec4(color.rgb/color.a, color.a);
      // gl_FragData[0] = vec4(tbounds.y/farDist, tbounds.x/farDist, color.b/color.a, 1.0);
  #endif
  #if vtkBlendMode == 1 || vtkBlendMode == 2
    // MAXIMUM_INTENSITY_BLEND || MINIMUM_INTENSITY_BLEND

      // Sum the values across each step in the path
      value += tValue;

      if (i >= count) { break; }
      posIS += stepIS;
    }

    // Perform the last step along the ray using the
