 
     vec4 exitColorTexture = texture(exitColorTexture, texCoord);
 
-    // if we don't have an exit, discard the ray
+    // If we don't have an exit, discard the ray
     if (exitColorTexture.a < 1.0 || exitColorTexture.rgb == vec3(0.0)) {
         discard;
     }
 
-    // fetch exit point from texture
+    // Fetch exit point from texture
     vec3 exitPos = exitColorTexture.rgb;
     float exitDepth =  denormalizeFloat(texture(exitDepthTexture, texCoord).x);
 

    vec3 accumulatedAlpha = vec3(0.0);


    for (steps = 0; 
        (accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT || 
         accumulatedAlpha.b < ALPHA_LIMIT) && steps < RAYCAST_MAX_STEPS; 
         ++steps) 
    {
        // if (currentDepth + nextStepSize * jitterFactor > raycastDepth) {
        //     aaOpacity -= opacityDecay;
        // }
        bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0;

        if (shortStepSize) {
            break;
        }


    vec3 entryPos;
    float entryDepth;
    getEntry(entryPos, entryDepth);
    // If we don't have an entry, discard the ray
    if (entryPos == vec3(0.0)) {
        discard;
    }
