       setColorForLayer(layerIndex, finalColor);
       if (getDepth(layerIndex) == DEPTH_NOT_SET)
         setPositionNdc(layerIndex, vec4(1));
+
       finalColor = vec4(0);
       ++layerIndex;
       endDistance = dot(nextFragment.eyePos, layerPlanes[layerIndex]);

    if (depth == DEPTH_NOT_SET && fragmentColor.a > alphaThresholdForDepth)
    {
      depth = fromEyeToNdcSpace(currentPos_eye).z;
      gl_FragDepth = depth;
    }

    // early ray termination


    if (objectId == 0 && fragmentColor.a > alphaThresholdForDepth)
    {
      setPositionAndDepthFor(layerIndex, currentFragment.eyePos);
    }

