 	threads.x = 256;
 	threads.y = 1;
 	cudaThreadSynchronize();
-	CUDAkernel_shadeAlgo_doCelShade <<< grid, threads >>>();
+	CUDA_vtkCuda2DInExVolumeMapper_CUDAkernel_shadeAlgo_doCelShade <<< grid, threads >>>();
 	cudaThreadSynchronize();
 	
 	printf( "2D Rendering Error Status: " );

	//if we have some alpha information, make the background black and opague
	outputVal.w = (outputVal.w < 1.0f - 0.03125f) ? 1.0f : 0.0f;
	
}

__device__ void CUDA_vtkCuda2DInExVolumeMapper_FindSlicingValues(float3 rayStart, float3 rayInc,

		float inEx = tex2D(inExLogic_texture_2DInex, tempIndex, gradMag);
		float alpha = tex2D(alpha_texture_2DInex, tempIndex, gradMag);

		//filter out objects with too low opacity (deemed unimportant, and this saves time and reduces cloudiness)
		if(alpha > 0.0f && tempIndex >= 0.0f && tempIndex <= 1.0f && gradMag >= 0.0f && gradMag <= 1.0f){

