     vec4 result = vec4(0.0);
     vec3 rayDirection = exitPoint - entryPoint;
     float tEnd = length(rayDirection);
-    float tIncr = min(
-        tEnd, tEnd / (raycasting.samplingRate * length(rayDirection * volumeParameters.dimensions)));
+    float tIncr =
+        min(tEnd,
+            tEnd / (raycasting.samplingRate * length(rayDirection * volumeParameters.dimensions)));
     float samples = ceil(tEnd / tIncr);
     tIncr = tEnd / samples;
     float t = 0.5f * tIncr;

        }
    }

    


    if (tDepth != -1.0) {
        tDepth = calculateDepthValue(camera, tDepth/tEnd, texture(entryDepth, texCoords).x,
                                     texture(exitDepth, texCoords).x);
    } else {
        tDepth = 1.0;
    }

    
#ifdef HAS_BACKGROUND
    {
        float d = texture(bgDepth,texCoords).x;
        if(tDepth == 1 || d < tDepth){
            result = vec4(0);
            result = drawBackground(texture(bgColor,texCoords),0,0,result,0,tDepth);
            tDepth = d;
        }
    }

            result.rgb = APPLY_LIGHTING(lighting, vec3(1.0), vec3(1.0), vec3(1.0),
                                        worldSpacePosition, -gradient, toCameraDir);
            result.a = 1.0;
            tDepth = t;
            t += tEnd;
            break;
        } else if (sampOutside != outside) {
