                 vec4(1.0f, 1.0f, 1.0f, 1.0f));
 
           // sample accumulation
-
           fragmentColor =
               fragmentColor + sampleColor * (1.0f - fragmentColor.w);
 

        int objectID = findLSB(ao);
        ao &= (~(1 << objectID));

        /// FIXME: continue porting from VolyRenderer
        /// vec4 textureStartPos =
        vec4 textureStartPos = volumes[0].textureMatrix * inverse(viewMatrix) *
                               current_fragment.eyePos;
        vec4 textureEndPos = volumes[0].textureMatrix * inverse(viewMatrix) *


    if (current_fragment_read_status)
    {
      // set Fragment value
      finalColor = finalColor + fragmentColor * (1.0f - finalColor.a);
      //finalColor = blend(finalColor, fragmentColor);
    }

    if (finalColor.a > 0.999)
