 float pixel_stride = 1.0;
 float stride_Z_cutoff = 1.0;
 float jitter = 0.0;
-float zThickness = -3.0;
+float zThickness = 0.0001;
 
 const mat4 toTextureSpace = mat4(0.5f, 0.0f, 0.0f, 0.0f,
 								 0.0f, 0.5f, 0.0f, 0.0f, 

// Tells if a given depth is between two depts
bool intersectsDepthBuffer(float z, float minZ, float maxZ)
{
	return (maxZ >= z) && (minZ <= z);
}

// Swaps two float values

		rayZMin = prevZMaxEstimate;
		rayZMax = (dPQk.z * 0.5 + PQk.z);

		// Fetch the current pixel
		hitPixel = permute ? PQk.yx : PQk.xy;

