 		rayZMin = prevZMaxEstimate;
 		rayZMax = (dPQk.z * 0.5 + PQk.z);
 
-		// Adjust it if necessary
-		if(rayZMin > rayZMax)
-		{
-			swap(rayZMin, rayZMax);
-		}
-		 
 		// Fetch the current pixel
 		hitPixel = permute ? PQk.yx : PQk.xy;
 

float pixel_stride = 1.0;
float stride_Z_cutoff = 1.0;
float jitter = 0.0;
float zThickness = -3.0;

const mat4 toTextureSpace = mat4(0.5f, 0.0f, 0.0f, 0.0f,
								 0.0f, 0.5f, 0.0f, 0.0f, 

// Tells if a given depth is between two depts
bool intersectsDepthBuffer(float z, float minZ, float maxZ)
{
	float thickness = z > 0.995 ? 0.0 : zThickness;
	return (maxZ >= z) && (minZ - thickness<= z);
}

// Swaps two float values
