   // last scene
   if (a >= end3) {
     res = opMorph(res,
-      scene15(pos),
+      scene1(pos),
 
       // Timing
       end3,

}


vec2 scene15(vec3 pos) {
  // wtf ceiling and floor is this
  return vec2(sdBloodCell2(
    opRep(
      pos,
      vec3(sin(a / 5.) * .4, 1., sin(a / 5.) * .4)
    )
  ), 84.);
}

vec2 scene16(vec3 pos) {
  vec3 offs = vec3(-.5, -.35 * sin(a) / 5., sin(a) / 4.);
  vec2 res = vec2(opBlend_1(

  // stop rendering after transitioning to next scene
  if (a >= end1 && a < end2 + transitionTime) {
    res = opMorph(res,
      scene1(pos),

      // Timing
      end1,
