         ao &= (~(1 << objectID));
 
         vec4 textureStartPos = volumes[0].textureMatrix * inverseViewMatrix *
-                               current_fragment.eyePos;
+                               currentFragment.eyePos;
         vec4 textureEndPos = volumes[0].textureMatrix * inverseViewMatrix *
                              next_fragment.eyePos;
 


  if (maxage == 0)
  {
    // o_PixColor = vec4(0.0, 0.5, 0.8, 1.0);
    // return;

    discard;  // no fragment, early exit
  }

  int activeobjects = 0;
  int activeobjectcount = 0;
  FragmentData current_fragment;
  FragmentData next_fragment;
  bool current_fragment_read_status = false;
  bool next_fragment_read_status = false;

  vec3 startpos_eye;


  for (--age; age < maxage; age++)  // all fragments
  {
    currentFragmentReadStatus = next_fragment_read_status;
    currentFragment = next_fragment;
    segment_startpos_eye = endpos_eye;
    vec4 fragmentColor = currentFragment.color;

    objectId = currentFragment.objectId;
    updateActiveObjects(objectId, activeobjects);
    activeobjectcount = bitCount(activeobjects);

