     float sampleDiameter = max(minDiameter, ConeAngleRatio * dist);
     float sampleLOD   = log2(sampleDiameter * gridDim);
     vec3 samplePos    = Origin + Direction * dist;
+    // front to back accumulation
+    // float mask = float(texture(PageMask, samplePos).r) / USE_PAGE_MARKER;
     vec4 sampleValue  = textureLod(SceneOpacityVoxel, samplePos, sampleLOD);
     accum += sampleValue * (1.0 - accum.w);
     dist += sampleDiameter;


uniform samplerCube RadianceEnvironment;
uniform sampler3D SceneOpacityVoxel;
// maps world coords in bounds to the -0.5 .. +0.5 range
uniform mat4 WorldToVoxelSpace;
uniform int MaxMipmapLevel;

*/

#include <common.h>
#include <definitions.h>
#include "pass/gbuffer.h"
#include <brdf.h>

