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...
vec3normal=-normalize(_volumeTextureParams._textureToWorldMatrixInvTransp*vec4(gradient,0.0)).xyz;// negated because gradient is along increasing intensity but we want a surface normal