         {
 
             // Optional: Abort when ray didn't exactly intersect:
-            // if (k < min_k - hit_bias && mipmap <= 0) {
-            //     return vec3(0);
+            // if (k < 0.0 && mipmap <= 0) {
+                // return vec3(0);
             // } 
 
             // Clamp k

    }

    // Raytracing constants
    const int loop_max = 256;
    const float ray_epsilon = 1.0005;
    const float hit_bias = 0.002;

    // Limit the maximum amount of mipmaps. This important, choosing a too
    // high value will introduce artifacts.

        vec3 intersected_normal = get_gbuffer_normal(GBuffer1, intersection.xy);

        float dprod = dot(intersected_normal, m.normal);
        float fade_factor = 1.0 - saturate(dprod * 10.5);
        // fade_factor = step(dprod, 0.02);
        // fade_factor = 1.0;

        return intersected_color * fade_factor;
    }
