 
 uniform int uDebugLevel;
 
-float enter;
-float Exit;
-
-
-bool rayAABBIntersect1D(float start, float dir, float Min, float Max)
-{
-    // ray parallel to direction
-    if(abs(dir) < 1.0E-6) 
-        return (start >= Min && start <= Max);
-
-    // intersection params
-    float t0, t1;
-    t0 = (Min - start) / dir;
-    t1 = (Max - start) / dir;
-
-    // sort intersections
-    if(t0 > t1)
-    {
-    	float temp = t0;
-    	t0 = t1;
-    	t1 = temp;
-    }
-
-    // check if intervals are disjoint
-    if(t0 > Exit || t1 < enter) 
-        return false;
-
-    // reduce interval
-    if(t0 > enter) enter = t0;
-    if(t1 < Exit) Exit = t1;
-    return true;
-}
-
-vec3 penter = vec3(0.0);
-vec3 pexit;
-
-bool rayAABBIntersect(vec3 start, vec3 dir, vec3 Min, vec3 Max)
-{
-    enter = 0.0;
-    Exit = 1.0;
-
-    if(!rayAABBIntersect1D(start.x, dir.x, Min.x, Max.x))
-        return false;
-
-    if(!rayAABBIntersect1D(start.y, dir.y, Min.y, Max.y))
-        return false;
-    
-    if(!rayAABBIntersect1D(start.z, dir.z, Min.z, Max.z))
-        return false;
-
-    penter = start + dir * enter;
-    pexit  = start + dir * Exit;
-    return true;
-}
-
 vec4 getColorSample(vec3 coords)
 {
 	vec4 sample = texture(uVolumeData, coords);

	float delta = uStepSize;
	vec3 delta_dir = norm_dir * delta;
	float delta_dir_len = length(delta_dir);
	vec3 vec = start;
	vec4 col_acc = vec4(0,0,0,0);
	float alpha_acc = 0;
	float length_acc = 0;

		}*/
	}

	if (uDebugLevel == 1)
		outFragColor = vec4(FrontPosition, 1.0);
	else
		outFragColor = col_acc;
}
