 
 vec4 getTransferFunctionColor() {
     // Remap the color scalar to a [0,1] range
-    const float lookUpVal = (in_color_scalar - colorTableRange.x) /
+    float lookUpVal = (in_color_scalar - colorTableRange.x) /
                             (colorTableRange.y - colorTableRange.x);
     return texture(colorTable, lookUpVal);
 }
 
 bool isPartOfParticle(const double time, const int vertexId, const int particleSize,
                       const int particleSpeed, const int particleSpacing) {
-    const int modulusResult = int(double(particleSpeed) * time + vertexId) % particleSpacing;
+    int modulusResult = int(double(particleSpeed) * time + vertexId) % particleSpacing;
     return modulusResult > 0 && modulusResult <= particleSize;
 }
 

    }

    if (usingDomain && hasColor) {
        const float radius = length(in_position);

        if (in_position.x < domainLimX.x || in_position.x > domainLimX.y ||
            in_position.y < domainLimY.x || in_position.y > domainLimY.y ||

    }

    if (hasColor) {
        bool isParticle = usingParticles && isPartOfParticle(time, gl_VertexID,
                                                                    particleSize,
                                                                    particleSpeed,
                                                                    particleSpacing);
