 		FrontPosition = penter;
 		if (Debug != 0)
 		{
-			//gl_FragColor = vec4(0, 1, 0, 1);
-			//return;
+			gl_FragColor = vec4(0, 1, 0, 1);
+			return;
 		}
 	}
 	else

	for(int i = 0; i < 1000; i ++)
	{
		//vec4 color_sample = vec4(vec, 0.5);
		vec4 ScreenCoords = vec4(vec, 1.0);
		ScreenCoords -= vec4(0.5, 0.5, 0.5, 0.0);
		ScreenCoords = uProjMatrix * uViewMatrix * uModelMatrix * ScreenCoords;
		float Depth = ScreenCoords.z / ScreenCoords.w;
		Depth += 1.0;
		Depth /= 2.0;

		if (Depth > CurrentDepth)
		{
			if (Debug == 1)
			{
				gl_FragColor = vec4(0, 0, 0, 1);
				return;
			}
			break;
		}

		vec4 color_sample = getColorSample(vec);
		float alpha_sample = color_sample.a * stepsize * uAlphaIntensity;

		FrontPosition = CameraPosition.xyz;
		if (Debug != 0)
		{
			gl_FragColor = vec4(1, 0, 0, 1);
			return;
		}
	}
	else if (rayAABBIntersect(CameraPosition.xyz, (BackPosition - vec3(0.5)) - CameraPosition.xyz, vec3(-0.5), vec3(0.5)))
