 
 in vec3 color;
 
+uniform mat4 view;
 uniform sampler3D density;
 uniform float focalLength;
 uniform vec2 screenSize;

	vec3 pos = color;
   	
	vec3 colorSum = vec3(0.0);
	pos = pos.zyx;

	vec3 direction = viewDirection.zyx;
	direction = vec3(direction.x, -direction.y, -direction.z);

	for( int i = 0; i < numSamples; ++i ) {
		

	}

	outColor = vec4( 1.0, 0.0, 1.0, colorSum.x );
	vec4 debug = vec4( direction, 1.0 );
	outColor = mix(outColor, debug, 0.6);
}