vec4 sampleEnlil(inout vec4 finalColor, vec3 position) { vec3 p = CartesianToSpherical(position); float intensity = texture(EnlilVolume, p).x; // float intensity = texture(EnlilVolume, position).x; // intensity *= 0.001f; return texture(EnlilTF, intensity); // color = vec4(1.0,0,0,1); //blendStep(finalColor, color, stepSize); }