 				float posSimilarity = saturate(1.0 - distance(previousWorldPosition.xyz, thisWorldPosition.xyz) * 2.0);
 				blendWeight = lerp(1.0, blendWeight, posSimilarity);
 				gi = lerp(blurredGI, gi, posSimilarity);
-
-				//if (abs(depth - prevDepth) > 0.003)
-				//{
-					//blendWeight = 1.0;
-				//}
-				
+				
+
 				float3 prevGI = tex2D(PreviousGITexture, reprojCoord).rgb;
-
-				//float clampDistance = max(0.0, minc - prevGI) + max(0.0, prevGI - maxc);
-
-				//prevGI = lerp(prevGI, blurredGI, saturate(clampDistance * 100.0));
-
 				prevGI = clamp(prevGI, minc, maxc);
-				
 				gi = lerp(prevGI, gi, float3(blendWeight, blendWeight, blendWeight));
 				
 				float3 result = gi;

				result.rgb += trace.rgb;
				result.a *= trace.a;


				trace = VisualConeTrace(voxelCameraPosition4.xyz, worldViewVector.xyz, result.a, 4);
				result.rgb += trace.rgb;
				result.a *= trace.a;
				trace = VisualConeTrace(voxelCameraPosition5.xyz, worldViewVector.xyz, result.a, 5);
				result.rgb += trace.rgb;  
				result.a *= trace.a;
				//*/
				//result.rgb = lerp(float3(1.0, 1.0, 1.0), result.rgb, result.a);
				
				return float4(result.rgb, 1.0);
			}

		ENDCG
	}
	
	Pass //9 Visualize slice of GI Volume (CURRENTLY UNUSED)
	{
		CGPROGRAM
			#pragma vertex vert
