 			{
 				float3 gi = tex2D(_MainTex, input.uv.xy).rgb;
 
+				//Calculate moments and width of color deviation of neighbors for color clamping
 				float3 m1, m2 = (0.0).xxx;
-
 				{
 					float width = 0.7;
 					float3 samp = tex2D(_MainTex, input.uv.xy + float2(width, width) * _MainTex_TexelSize.xy).rgb;

			
			
			
			sampler3D SEGIVolumeTexture1;
			
			int FrameSwitch;


				float4 result = float4(0,0,0,1);
				float4 trace;


				trace = VisualConeTrace(voxelCameraPosition0.xyz, worldViewVector.xyz, 1.0, 0);
				result.rgb += trace.rgb;
				result.a *= trace.a;

				trace = VisualConeTrace(voxelCameraPosition1.xyz, worldViewVector.xyz, result.a, 1);
				result.rgb += trace.rgb;
				result.a *= trace.a;

				trace = VisualConeTrace(voxelCameraPosition2.xyz, worldViewVector.xyz, result.a, 2);
				result.rgb += trace.rgb;
