 
     dirvec_eye = endpos_eye - segment_startpos_eye;
 
-
     // FIXME: do we need it?
-    //pos_proj = projectionMatrix*vec4(startpos_eye, 1.0f);
-    //pos_proj.z /= pos_proj.w;
+    // pos_proj = projectionMatrix*vec4(startpos_eye, 1.0f);
+    // pos_proj.z /= pos_proj.w;
     // FIXME: posproj.xy ???
-    //pos_proj += 1.0f;
-    //pos_proj /= 2.0f;
-
+    // pos_proj += 1.0f;
+    // pos_proj /= 2.0f;
 
     // calculate length in texture space (needed for step width calculation)
     float segment_texture_length = 0.0;
 
-    if (activeobjectcount > 0) // in frag
+    if (activeobjectcount > 0)  // in frag
     {
 
       uint ao = activeobjects;
       int aoc = activeobjectcount;
 
-      for (int oi =0; oi < activeobjectcount; oi++)
+      for (int oi = 0; oi < activeobjectcount; oi++)
       {
         int objectID = findLSB(ao);
-        ao &= (~(1<<objectID));
-
-        ///FIXME: continue porting from VolyRenderer
-       /// vec4 textureStartPos =
-        vec4 textureStartPos = volumes[0].textureMatrix * inverse(viewMatrix) * current_fragment.eyePos;
-        vec4 textureEndPos = volumes[0].textureMatrix * inverse(viewMatrix) * next_fragment.eyePos;
-
-        segment_texture_length = max(distance(textureStartPos.xyz*textureAtlasSize,
-                                     textureEndPos.xyz*textureAtlasSize),
-                                     segment_texture_length);
-        //vec4 texCoord = volumes[0].textureMatrix * inverse(viewMatrix) * current_fragment.eyePos;
-        //float value = texture(volumeSampler, texCoord.xyz).r;
-        //current_fragment.color.rgb = vec3(value);
-        //current_fragment.color.rgb = vec3(texCoord.xyz);
-
-        //vec4 transferFunction = Texture(volumes[0].textureAddress, vec2(value, volumes[0].transferFunctionRow));
-        //vec4 transferFunction = Texture(volumes[0].textureAddress, vec2(volumes[0].transferFunctionRow, texCoord.x ));
-        //current_fragment.color = transferFunction;
+        ao &= (~(1 << objectID));
+
+        /// FIXME: continue porting from VolyRenderer
+        /// vec4 textureStartPos =
+        vec4 textureStartPos = volumes[0].textureMatrix * inverse(viewMatrix) *
+                               current_fragment.eyePos;
+        vec4 textureEndPos = volumes[0].textureMatrix * inverse(viewMatrix) *
+                             next_fragment.eyePos;
+
+        segment_texture_length =
+            max(distance(textureStartPos.xyz * textureAtlasSize,
+                         textureEndPos.xyz * textureAtlasSize),
+                segment_texture_length);
+        // vec4 texCoord = volumes[0].textureMatrix * inverse(viewMatrix) *
+        // current_fragment.eyePos;
+        // float value = texture(volumeSampler, texCoord.xyz).r;
+        // current_fragment.color.rgb = vec3(value);
+        // current_fragment.color.rgb = vec3(texCoord.xyz);
+
+        // vec4 transferFunction = Texture(volumes[0].textureAddress,
+        // vec2(value, volumes[0].transferFunctionRow));
+        // vec4 transferFunction = Texture(volumes[0].textureAddress,
+        // vec2(volumes[0].transferFunctionRow, texCoord.x ));
+        // current_fragment.color = transferFunction;
       }
 
       activeobjectcount = aoc;
       //FIXME:
-      segment_texture_length = (segment_texture_length >= 0.0f) ? segment_texture_length : distance(segment_startpos_eye, endpos_eye)*100.0f;
-
+      segment_texture_length =
+          (segment_texture_length >= 0.0f)
+              ? segment_texture_length
+              : distance(segment_startpos_eye, endpos_eye) * 100.0f;
 
       if (activeobjectcount > 0 && segment_texture_length > 0.0f)
       {
-        int sample_steps = int(segment_texture_length*STEP_FACTOR);
+        int sample_steps = int(segment_texture_length * STEP_FACTOR);
         clamp(sample_steps, 1, MAX_SAMPLES - 1);
-        float stepFactor = 1.0/float(sample_steps);
-
+        float stepFactor = 1.0 / float(sample_steps);
 
         // noise offset
-        startpos_eye = segment_startpos_eye; // + noise offset;
-
-        //FIXME: check code
-        //textureStartPos = textureStartPos + noiseoffset*dirvec_eye*stepfactor;
-        lastpos_eye = startpos_eye - dirvec_eye*stepFactor;
-
+        startpos_eye = segment_startpos_eye;  // + noise offset;
+
+        // FIXME: check code
+        // textureStartPos = textureStartPos +
+        // noiseoffset*dirvec_eye*stepfactor;
+        lastpos_eye = startpos_eye - dirvec_eye * stepFactor;
 
         // sample ray segment
         for (int step = 0; step < sample_steps; step++)
         {
-          vec4 sampleColor = vec4(0.0f,0.0f,0.0f, 0.0f);
+          vec4 sampleColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
           vec3 lightPos = vec3(0.0f, 0.0f, 0.0f);
 
-          uint  ao = activeobjects;
+          uint ao = activeobjects;
 
           // sampling per non-isosurface object
-          for (int objectIndex = 0; objectIndex < activeobjectcount; objectIndex++)
+          for (int objectIndex = 0; objectIndex < activeobjectcount;
+               objectIndex++)
           {
             int objectID = findLSB(ao);
-            if (objectID < 0) break;
-            ao &= (~(1<<(objectID)));
+            if (objectID < 0)
+              break;
+            ao &= (~(1 << (objectID)));
 
             float squareGradientLength = 0.0f;
             vec4 currentColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
             vec4 TFColor;
 
-            vec3 textureSamplePos = (volumes[0].textureMatrix * inverse(viewMatrix)*vec4(startpos_eye,1.0f)).xyz;
-
-            getVolumeSample(objectID,
-                textureSamplePos, density, gradient);
+            vec3 textureSamplePos =
+                (volumes[0].textureMatrix * inverse(viewMatrix) *
+                 vec4(startpos_eye, 1.0f)).xyz;
+
+            getVolumeSample(objectID, textureSamplePos, density, gradient);
             squareGradientLength = dot(gradient, gradient);
 
-
             // transfer function lookup
 
-
-            //TFColor = tflookup(volumes[0].textureAddress, density, squareGradientLength);
-
-            TFColor = Texture(volumes[0].textureAddress,
-                vec2(density, (volumes[0].transferFunctionRow+0.5f)/transferFunctionRowCount));
+            // TFColor = tflookup(volumes[0].textureAddress, density,
+            // squareGradientLength);
+
+            TFColor =
+                Texture(volumes[0].textureAddress,
+                        vec2(density, (volumes[0].transferFunctionRow + 0.5f) /
+                                          transferFunctionRowCount));
 
             TFColor.xyz *= TFColor.w;
-            //TFColor = vec4(0.0f, 0.0f, 1.0f, density*0.01);
-            //lighting
+            // TFColor = vec4(0.0f, 0.0f, 1.0f, density*0.01);
+            // lighting
 
             if (squareGradientLength > 0.05f)
             {
               vec3 lightDir = normalize(lightPos - startpos_eye);
-              vec3 viewDir = -1.0f*normalize(startpos_eye);
+              vec3 viewDir = -1.0f * normalize(startpos_eye);
               vec3 nGradient = normalize(gradient);
 
-              //float dotNL = abs(dot(ngradient, lightDir));
+              // float dotNL = abs(dot(ngradient, lightDir));
               float dotNL = max(dot(nGradient, lightDir), 0.0f);
-              vec3 H = normalize(lightDir+viewDir);
-              //float dotNH = abs(dot(ngradient, H));
-              float dotNH = max(dot(nGradient, H),0.0f);
+              vec3 H = normalize(lightDir + viewDir);
+              // float dotNH = abs(dot(ngradient, H));
+              float dotNH = max(dot(nGradient, H), 0.0f);
               float ka = 0.3;
               float kd = 0.5;
               float ks = 0.5;

  }
}


void main()
{
  o_PixColor = vec4(0);


    discard;  // no fragment, early exit
  }

  int activeobjects = 0;
  int activeobjectcount = 0;
