 vec2 map(vec3 p) {
   float plasma = sin(5. *
     // horizontal sinusoid
-    sin(10. * p.x + a * 2.) +
+    sin(1e1 * p.x + a * 2.) +
     // rotating sinusoid
-    sin(10. * (p.x * sin(a / 2.) + p.z * cos(a / 3.)) + a) +
+    sin(1e1 * (p.x * sin(a / 2.) + p.z * cos(a / 3.)) + a) +
     // circular sinusoid
-    sin(sqrt(10. * (
+    sin(sqrt(1e1 * (
       // cx
       pow(p.x * sin(a / 2.), 2.) +
       // cy


  // castRay(ro, rd)
  float tmin = 1., mat = -1.;
  for( float i=.0; i<100.; i++ ) { // 64 = maxIterations
    cw = ro+rd*tmin;
    vec2 rayRes = map(cw);
    //float precis = .000001*tmin;

    // plasma sphere

    // return vec2(sdPlasmaSphere(p, 0.5), hue);
    vec2(length(p)-.5 + plasma * sin(a / 1e1), 1e2 * sin(plasma) + a),
    // plane
    vec2(1. + p.y, .0)
  );
