float3 totalRadiance = 0;
float opticalDepth = 0;
uint sliceCountHack = max(VBUFFER_SLICE_COUNT, (uint)z0); // Prevent unrolling...
uint sliceCountHack = max(VBUFFER_SLICE_COUNT, (uint)depthParams.x); // Prevent unrolling...
#ifdef LIGHTLOOP_TILE_PASS
// Our voxel is not necessarily completely inside a single light cluster.