 #define FLOATIMG
 #define EARLYRAYTERM
 
-const int Repetitions = 1;
-
 #ifdef VOLTEX3D
 #undef PITCHED
 #undef CONSTLOAD

#endif
   for(int slice=firstSlice; slice != lastSlice; slice += sliceStep)
   {
       if(sliceInterpol)
       {
           const float sx = scur.e[0]/scur.e[3];

        // the voxel row of the current slice corresponding to this image line
#ifndef NOLOAD
#ifndef CONSTLOAD
#ifndef VOLTEX3D
        const Scalar *voxLine = (Scalar *)(((uchar *)voxels) + pitch * ((slice+1)*c_vox[principal+1] + (iPosY-line-1)));
#endif
#endif

#ifdef SHMLOAD
        for (int ix=threadIdx.x; ix<c_vox[principal+0]; ix+=blockDim.x)
        {
#ifdef SHMCLASS
            voxel[ix] = classify<uchar4>(voxLine[ix]);
#else
            voxel[ix] = voxLine[ix];
#endif
