 #version 330 core
 
-#define MAX_BOUNCES 4
+#define MAX_BOUNCES 4 /* The number of times the primary ray can bounce around the scene */
+#define SAMPLES_X 8
+#define SAMPLES_Y 8 /* Total samples per pixel = SAMPLES_X * SAMPLE_Y */
 
 uniform float in_time;
 uniform vec3 in_position;

    //}

	// Do ray trace
    float xsamples = 1;
    float ysamples = 1;

    float dx = 1.0 / xsamples;
    float dy = 1.0 / xsamples;

    for (float x = 0; x < 1.0; x += dx)
    for (float y = 0; y < 1.0; y += dy)
    {
        SAMPLES++;

        float weight = 1.0;
        vec3 origin = ray_pos_world;
        vec3 dir = ray_dir_world;

        }
    }
    
    out_colour /= float(SAMPLES_X * SAMPLES_Y);
    out_colour = clamp(out_colour, 0.0, 1.0);
}

