 }
 
 void main(){
-  // vec3 dir = rayDirection(45.0, SIZE, gl_FragCoord.xy);
   mat4 viewToWorld = viewMatrix2(cameraPos, vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
 
   vec3 final = vec3(0.0);
   for (int m = 0; m < AA; m++){
     for (int n = 0; n < AA; n++){
-
-      // if (gl_FragCoord.x < 361.0) {
-      //   final += vec3(1.0, 0.0, 0.0);
-      //   continue;
-      // }
 
       vec2 offset = vec2(float(m), float(n)) / float(AA) - 0.5;
       vec2 p = 2.0 * (gl_FragCoord.xy + offset) - SIZE / 2.0;

      float shadow = apprSoftShadow(p2, light, 0.01, 3.0, 5.0);

      final *= shadow;
      // vec3 I_L =
      // vec3 N =
      // vec3 color = vec3(0.6, 0.6, 0.6);
      // final += lambertIllumination(color, p2, cameraPos);
    }
  }
  final /= float(AA * AA);

  return max(a, -b);
}

float sdCappedCylinder( vec3 p, float h, float r )
{
  vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(h,r);
  return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}

mat4 rotateY(float theta){
  float c = cos(theta);
  float s = sin(theta);
