     if (depth == DEPTH_NOT_SET && fragmentColor.a > alphaThresholdForDepth)
     {
       depth = fromEyeToNdcSpace(currentPos_eye).z;
-      gl_FragDepth = depth;
     }
 
     // early ray termination


  uvec2 ij = uvec2(pos.xy);

  gl_FragDepth = 1.0;
  position = vec4(1, 0, DEPTH_NOT_SET, 1);
  position2 = vec4(1, 0, DEPTH_NOT_SET, 1);
  position3 = vec4(1, 0, DEPTH_NOT_SET, 1);


    if (objectId == 0 && fragmentColor.a > alphaThresholdForDepth)
    {
      setPositionAndDepthFor(layerIndex, currentFragment.eyePos);
    }

