 */
 
 
-float sdBloodCell2(vec3 p) {
+float sdBloodCell(vec3 p) {
   float d1 = length(vec2(length(p.xz)-.3,p.y)) - .1;
   vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(.3,.06);
   float d2 = min(max(d.x,d.y),.0) + length(max(d,.0));

}

vec2 scene1(vec3 pos) {
  return opU(
    bloodVein(pos),
    bloodCellField(pos)
  );
}
/*
vec2 scene1(vec3 pos) {
  // Blood vein thing

  return vec2(sdBloodVein2(
    pos,
    // TODO: tweak parameters
    vec3(2.0, 3.2, 2.0)

vec2 bloodVein(vec3 pos) {
  return vec2(
    // tunnel shape
    sdTorus(pos + vec3(14.,0.,0.))

    // blobby surface
    - 0.05 * (1. + sin(3.0 * (pos.z - a))),

    // color
    54.0
