   float end2 = 50.;
   float end3 = 70.;
 
+  /* ---------- DEBUGGING ---------- */
   // Uncomment when debugging single scene
-  return scene1(pos);
+  //return scene1(pos);
 
   /* ---------- SCENES --------- */
 

  );
}

vec2 scene14(vec3 pos) {
  // Blood cell thing v2
  // hue 80.0 = water ish
  // hue 240.0 = green ish
    //vec2(sdSphere(pos-offs, .5 - 0.01 * sin(20.0* pos.x + 15.0*pos.y + a * 3.0)), 80.0)
  return vec2(sdBloodCell(
    opRep(
      pos,
      vec3(1.)
    )
  ), 54.0);
}

vec2 map(in vec3 pos, in vec3 origin) {
  vec2 res = vec2(.0);


  pR(p.yz, 1.);
  p += vec3(.0, .0, a * .1);
  res = opU(res, vec2(sdBloodCell(opRep(p, vec3(3.))), 54.));

  return res;
}

vec2 bloodVein(vec3 pos) {
  return vec2(
