 			sample.a = uMinimumAlpha;
 		}
 		break;
+
+	case 3:
+		break;
 	}
 
 	return sample;

		}*/
	}


    outFragColor = vec4(FrontPosition, 1.0) + 0.0001* col_acc;
}

		CameraPosition.z <=  0.5)
	{
		FrontPosition = CameraPosition + vec3(0.5);
	}
	else
	{
		FrontPosition = CameraPosition + vec3(0.5);
		vec3 InternalVector = FrontPosition - BackPosition;
		for (int i = 0; i < 3; ++ i)
		{
			if (FrontPosition[i] > 1.0 || FrontPosition[i] < 0.0)
			{
				if (InternalVector[i] > 0.0)
					InternalVector *= (1 - BackPosition[i]) / InternalVector[i];
				else
					InternalVector *= BackPosition[i] / -InternalVector[i];
				FrontPosition = BackPosition + InternalVector;
			}
		}
	}


	vec3 Start = FrontPosition;
	vec3 dir = BackPosition - FrontPosition;

	float len = length(dir.xyz); // the length from front to back is calculated and used to terminate the ray
