             ao &= (~(1 << (objectID)));
 
             float squareGradientLength = 0.0f;
-            vec4 currentColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
             vec4 TFColor;
 
             vec3 textureSamplePos =

            }

            // clamp color
            currentColor.xyz = clamp(currentColor.xyz, 0.0f, 1.0f);
            currentColor.w = TFColor.w;

            // we sum up overlapping contributions

          }  // per active object loop

          // clamp cumulatie sample value
          sampleColor = clamp(sampleColor, vec4(0.0f), vec4(1.0f));

          // sample accumulation
          fragmentColor =
