   */
 
   //return vec3( clamp(col,.0,1.) );
-}
+// }
 
 void main() {
   vec3 tot = vec3(.0);

    //mat3 ca = setCamera(ro);

  	vec3 cw = normalize(-ro);
  	vec3 cp = vec3(.0, 1., .0);
  	vec3 cu = normalize( cross(cw,cp) );
  	vec3 cv = normalize( cross(cu,cw) );

    mat3 ca = mat3( cu, cv, cw );
    // ray direction
    vec3 rd = ca * normalize( vec3(p.xy,2.) );

    // render
    vec3 col = render( ro, rd );

  	// gamma
    //col = pow( col, vec3(.7) );

    tot += col / 4.; // AA * AA
  }

  gl_FragColor = vec4( tot, 1. );

  //lin += .4*amb*vec3(.4,.6,1.);
  //lin += .5*bac*vec3(.25,.25,.25);
  //lin += .25*fre*vec3(1.);
  // return .1 + .5*sin( vec3(.05,.08,.1)*res.y ) * dot( nor, normalize( vec3(1.) ))*vec3(1.)+vec3(ref.y);

  // fog
  //col = mix( col, vec3(.0), 1.-exp( -.1*t ) );
