     vec4 result = vec4(0.0);
     vec3 rayDirection = exitPoint - entryPoint;
     float tEnd = length(rayDirection);
-    float tIncr = min(
-        tEnd, tEnd / (raycasting.samplingRate * length(rayDirection * volumeParameters.dimensions)));
+    float tIncr =
+        min(tEnd,
+            tEnd / (raycasting.samplingRate * length(rayDirection * volumeParameters.dimensions)));
     float samples = ceil(tEnd / tIncr);
     tIncr = tEnd / samples;
     float t = 0.5f * tIncr;

            result.rgb = APPLY_LIGHTING(lighting, vec3(1.0), vec3(1.0), vec3(1.0),
                                        worldSpacePosition, -gradient, toCameraDir);
            result.a = 1.0;
			tDepth = t;
            t += tEnd;
            break;
        } else if (sampOutside != outside) {

    PickingData = texture(bgPicking, texCoords);
#else
    PickingData = vec4(0);
    if (entryPoint == exitPoint) {
        discard;
    }
#endif
    if (entryPoint != exitPoint) {
        color = rayTraversal(entryPoint, exitPoint, texCoords);
    }

    FragData0 = color;
