 
 float Fun(float x, float y, float z, float w) {
 #if defined BENCHMARK
-  //return Barth10(x,y,z,w);
-  return Labs7(vec4(x,y,z,w));
+  return Barth10(x,y,z,w);
+  //return Labs7(vec4(x,y,z,w));
 #else
   float time = params2[3];
   float k = 0.1*time;

        // Detect overstepping & retreat.
        step = max(step,minstep);
        step = min(step,maxincrease*step0);
        k0 = k1; a0 = a1;
      }
    }
  }
  vec3 eye = vec3(a,b,c);
  vec3 light = normalize(vec3(0.0,1.0,0.5));
  if (!bracketed /*|| x*x+y*y+z*z > radius*radius*/) {
    //gl_FragColor = vec4(textureCube(uCubeMap,eye).rgb,1.0);
    discard;
  }

uniform int uFlags;
uniform samplerCube uCubeMap;
varying vec2 vTextureCoord;

// Things that should be uniforms
const vec3 defaultColor = vec3(1.0,0.5,0.0);

const float phi = 1.618033;
const float phi2 = phi*phi;
