intlevel=min(3,_vvMaxMipMapLevel);//< start from a level of hierarchy. We are trying to start from one of the levels in middle (not coarse and not best).
floatoffset=(0.0025/int(1<<int(_vvMaxMipMapLevel)))/length(direction);//< offset value used to avoid self-intersection or previous voxel intersection.
inti=0;
floatnewTfar=1.0f;//< tFar calculated for the point where the ray is going out of current texel in voxelized data.
vec4worldPos=_volumeTextureParams._textureToWorldMatrix*vec4(samplePosition,1.0);// calling textureToWorld here crashes Intel HD driver and nVidia driver in debug mode, hence, let's calc it manually...