             };
 
 
-            float sq(float x);
+            float sdf(float3 p);
             float sdSphere(float3 p, float r);
-            float sdf(float3 p);
             float3 getNormal(float3 p);
             float getDepth(float3 p);
             half4 getRefProbeColor(half3 refDir);
+            float sq(float x);
 
 
             //! Color of light.

                half4 refColor = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, refDir, 0.0);
                refColor.rgb = DecodeHDR(refColor, unity_SpecCube0_HDR);
                return refColor;
            }
            ENDCG
        }

            }

            /*!
             * @brief Calculate normal of the objects.
             *
             * @param [in] p  Position of the tip of the ray.
             * @return Normal of the objects.
             */
