 
       if (activeObjectCount > 0)
       {
-        int sample_steps = int(segmentTextureLength * STEP_FACTOR);
-        sample_steps = clamp(sample_steps, 1, MAX_SAMPLES - 1);
-        float stepFactor = 1.0 / float(sample_steps);
+        int sampleSteps = int(segmentTextureLength * STEP_FACTOR);
+        sampleSteps = clamp(sampleSteps, 1, MAX_SAMPLES - 1);
+        float stepFactor = 1.0 / float(sampleSteps);
 
         // noise offset
         startPos_eye = segmentStartPos_eye;  // + noise offset;


    if (activeObjectCount > 0)  // in frag
    {
      uint ao = activeObjects;

      // calculate length in texture space (needed for step width calculation)
      float segmentTextureLength = 0.0;
      for (int oi = 0; oi < activeObjectCount; oi++)
      {
        int objectID = findLSB(ao);
        ao &= (~(1 << objectID));

        vec4 textureStartPos = volumes[0].textureMatrix * inverseViewMatrix *
                               currentFragment.eyePos;

        lastPos_eye = startPos_eye - direction_eye * stepFactor;

        // sample ray segment
        for (int step = 0; step < sampleSteps; step++)
        {
          vec4 sampleColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);

          uint remainingActiveObjects = activeObjects;

          // sampling per non-isosurface object
          for (int objectIndex = 0; objectIndex < activeObjectCount;
               objectIndex++)
          {
            int currentObjectId = findLSB(remainingActiveObjects);
            if (currentObjectId < 0)
              break;
            remainingActiveObjects &= (~(1 << (currentObjectId)));

            float squareGradientLength = 0.0f;
            vec4 TFColor;
