   if(0 < int(uniform_array[7].z) % 2 && 0.0 < C(p, d, r, 9.0))
   {
     d=normalize(d+reflect(-d,normalize(p-r))*.2);
-    l=-.2;
+    destruction = -0.2;
     w=!w;
   }
 

out vec4 output_color;

vec4 march_params = vec4(0.3, 0.0, 0.7, 0.009);
vec3 L=normalize(vec3(2.,.5,-1.));
float l = uniform_array[9].y;
bool w = 1.0 < abs(uniform_array[7].z);

float f(vec3 p)

  }
  h = p - uniform_array[8].xyz;
  a=length(h);
  if(a < destruction)
  {
    return c + destruction - a;
  }
  return c;
}

