     vec3 entryPos;
     float entryDepth;
     getEntry(entryPos, entryDepth);
-    // if we don't have an entry, discard the ray
+    // If we don't have an entry, discard the ray
     if (entryPos == vec3(0.0)) {
         discard;
     }

    vec3 accumulatedAlpha = vec3(0.0);


    for (steps = 0; 
        (accumulatedAlpha.r < ALPHA_LIMIT || accumulatedAlpha.g < ALPHA_LIMIT || 
         accumulatedAlpha.b < ALPHA_LIMIT) && steps < RAYCAST_MAX_STEPS; 
         ++steps) 
    {
        // if (currentDepth + nextStepSize * jitterFactor > raycastDepth) {
        //     aaOpacity -= opacityDecay;
        // }
        bool shortStepSize = nextStepSize < raycastDepth / 10000000000.0;

        if (shortStepSize) {
            break;
        }


    raycastDepth = geoRatio * raycastDepth;

    float currentDepth = 0.0;
    float nextStepSize = stepSize#{id}(position, direction);
    float currentStepSize;
    float previousJitterDistance = 0.0;

    int nSteps = 0;

    int sampleIndex = 0;
    float opacityDecay = 1.0;

