 
   for (--age; age < maxage; age++)  // all fragments
   {
-    current_fragment_read_status = next_fragment_read_status;
-    current_fragment = next_fragment;
+    currentFragmentReadStatus = next_fragment_read_status;
+    currentFragment = next_fragment;
     segment_startpos_eye = endpos_eye;
-    vec4 fragmentColor = current_fragment.color;
-
-    objectId = current_fragment.objectId;
+    vec4 fragmentColor = currentFragment.color;
+
+    objectId = currentFragment.objectId;
     updateActiveObjects(objectId, activeobjects);
     activeobjectcount = bitCount(activeobjects);
 


  density = texture(volumeSampler, texturePos).r;

  // gradient calculation based on dataset values

  gradient = -vec3(texture(volumeSampler, vec3(texturePos.x+sampleDistance.x*gscf.x, texturePos.yz)).x-
                   texture(volumeSampler, vec3(texturePos.x-sampleDistance.x*gscf.y, texturePos.yz)).x,
                   texture(volumeSampler, vec3(texturePos.x,texturePos.y+sampleDistance.y*gscf.y, texturePos.z)).x-

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

        vec4 textureStartPos = volumes[0].textureMatrix * inverseViewMatrix *
                               currentFragment.eyePos;
        vec4 textureEndPos = volumes[0].textureMatrix * inverseViewMatrix *
                             next_fragment.eyePos;

