 
 #define HARD_SHADOW
 #define GLOW
-#define EDGES
-#define NUM_TENTACLES 6
-#define BUMPS
+//#define EDGES
+#define NUM_TENTACLES 2
+//#define BUMPS
 #define NUM_BUMPS 8
 #define BACKGROUND
 #define SUN_POS vec3(15.0, 15.0, -15.0)

// polynomial smooth min (k = 0.1); by iq
float smin(float a, float b, float k)
{
    float h = clamp(0.5+0.5*(b-a)/k, 0.0, 1.0);
    return mix(b, a, h) - k*h*(1.0-h);
}

// globals

{
	float c = scene(p).d;
	vec2 h = vec2(0.01, 0.0);
	return normalize(vec3(scene(p + h.xyy).d - c,
						  scene(p + h.yxy).d - c,
						  scene(p + h.yyx).d - c));
}

float edges(vec3 p) // by srtuss
