 };
 
 #define VOLUMES 2
-#define STEPS 100
+#define STEPS 1000
+#define STEP_LENGTH 2.0
 
 uniform Volume volume[VOLUMES];
 



			worldPosition += rayDirection;
		}



		vec3 rayOrigin = texture(rayStart, texcoord).xyz;
		vec3 rayDirection = texture(rayEnd, texcoord).xyz;
		rayDirection -= rayOrigin;

		float distanceToGo = length(rayDirection);
		rayDirection /= distanceToGo;
		rayDirection *= STEP_LENGTH;


		//rayDirection /= float(STEPS);


		float maxValue = 0.0;

		float distanceTravelled = 0.0;

		vec3 worldPosition = rayOrigin;
		for (int i = 0; i < STEPS; ++i)
		{
			if (distanceTravelled > distanceToGo)
				break;


			float value = 0.0;
			
