   int volumeId;
   mat4 objectToDatasetMatrix;
   int transferFunctionRow;
-  // int transferFunctionRowCount;
 };
 
 layout(std430, binding = 1) buffer CB1

  int sampleSteps = int(segmentTextureLength * STEP_FACTOR);
  sampleSteps = clamp(sampleSteps, 1, MAX_SAMPLES - 1);

  // set up segment direction vector
  vec4 step_eye = (endPos_eye - segmentStartPos_eye) / float(sampleSteps);
  vec4 startPos_eye = segmentStartPos_eye;  // + noise offset;


    sampleColor += currentColor;
  }  // per active object loop

  return clampColor(sampleColor);
}

