   float occ = .0;
   float sca = 1.;
 
-  for(int i=0; i<5; i++) {
+  for(float i=0.; i<5.; i++) {
     float hr = .01 + .12*float(i)/4.;
     vec3 aopos =  nor * hr + pos;
     float dd = map( aopos ).x;

}

vec2 castRay(vec3 ro, vec3 rd) {
  const int maxIterations = 64;
  float tmin = .2;
  float tmax = 30.;

  float m = -1.;
  for( int i=0; i<maxIterations; i++ ) {
    float precis = .000001*tmin;
    vec2 res = map( ro+rd*tmin );
    if( res.x<precis || tmin>tmax ) break;

  float blend = sine1 + sine2 + sine3;

  //blend *= 1.0 + sin(t / 4.0) * 2.0;
  //blend *= 3.0;
  //blend = sin(blend * 3.14 / 2.) / 2. + .5;
  blend = sin(3. * blend * 3.14 / 2.0) / 2.0;
  //blend = pow(blend, 2.0);

  return blend;
