 	Ray viewRay = Ray( eyePosition, normalize( viewDirection ) );	
 
 	float colorAlpha = 0;
-	float color = 0;
+	vec3 color = vec3( 155/256.0, 225/256.0, 251/256.0 );
 	vec3 pos = viewRay.origin;
+	pos += viewDirection * viewStepSize * viewSamples;
 	//TODO: move to cube beginning
 		
 	for( int i = 0; i < viewSamples; ++i ) {


			// add color depending on cell density and attenuation
			if( cellDensity > 0.001 )
				color = mix( color, attenuation, cellDensity / colorAlpha );
				//TODO: ones in front count more

		//}

		pos += viewRay.direction * viewStepSize;

	}

	outColor = vec4( vec3(color), colorAlpha );
	vec4 debug = vec4( viewRay.direction, 1.0 );
	outColor = mix(outColor, debug, 0);
}
			// Calculate light attenuation
			for( int j = 0; j < lightSamples; ++j ) {

				attenuation *= 1 - texture( density, lightPos ) * attenuationFactor * 0.025;
				// TODO: optimize - check for break
				lightPos += lightRay.direction * lightStepSize;

