 }
 */
 
-/*
+
 float sdBloodVein(vec3 p) {
   vec3 c = vec3(2.,5.,5.);
   return abs(length(p.xy-c.xz)-c.y);

    )
  ), 54.0);
}
*/

vec2 scene15(vec3 pos) {
  // wtf ceiling and floor is this


  // first scene
  if (a < end0 + transitionTime) {
    res = scene13(pos);
  }

  // start rendering after previous scene,
