 vec4 march_params = vec4(0.3, 0.0, 0.7, 0.009);
 vec3 light_direction = normalize(vec3(2.0, 0.5, -1.0));
 float destruction = uniform_array[9].y;
-bool w = 1.0 < abs(uniform_array[7].z);
-
-float f(vec3 p)
-{
-  float a,b,c,r;
-  vec3 h,i,j,k;
-  if(w)
+bool world_toggle = 1.0 < abs(uniform_array[7].z);
+
+float sdf(vec3 point)
+{
+  float a;
+  float b;
+  float c;
+  float r;
+  vec3 h;
+  vec3 i;
+  vec3 j;
+  vec3 k;
+
+  if(world_toggle)
   {
     // Using mandelbox distance estimator from 2010-09-10 post by Rrrola in fractalforums, because it's better
     // than the one Warma made.
-    h=p*.02;
+    h = point * 0.02;
     vec4 r=vec4(h,1); // distance estimate: r.w
 #if defined(USE_LD)
     for(int i=0;i<int(scales[2].x);i++)

          a=e;
        }
      }
      N = normalize(vec3(f(n.xyz + march_params.xyy).x, f(n.xyz + march_params.yxy).x, f(n.xyz + march_params.yyx).x) - c.x);
      break;
    }
    p=n;

    c = texture(surface_texture, j.xz).x * scales[1].z;
    r = texture(surface_texture, k.xz).x * scales[1].w;
#else
    h = noise_matrix * point * 0.007;
    i = noise_matrix * h * 2.61;
    j = noise_matrix * i * 2.11;
    k = noise_matrix * j * 2.11;
