 Hit scene(vec3 p)
 {
 	float d, d1, d2, d3, f, e = 0.15;
-	
+
 	vec3 q = p;
 	q.xy = rotate(q.xy, 1.5);
-	
+
 	// center sphere
 	d1 = sdSphere(q, 0.3);
-	d = d1; 
-    vec3 col = sphere_col; 
-    
+	d = d1;
+	vec3 col = sphere_col;
+
 	// tentacles
 	float r = length(q);
 	float a = atan(q.z, q.x);
 	a += 0.4*sin(r-iGlobalTime);
-	
+
 	q = vec3(a*float(NUM_TENTACLES)/pi2,q.y,length(q.xz)); // circular domain
 	q = vec3(mod(q.x,1.0)-0.5*1.0,q.y,q.z); // repetition
-	
+
 	d3 = sdCappedCylinder(q-vec3(0.0,0.0,0.9+bite), vec2(0.1-(r-bite)/18.0,0.8));
 	d2 = min(d3, sdBox(q-vec3(0.0, 0.0, 0.1+bite), vec3(0.2, 0.2, 0.2))); // close box
 	d2 = smin(d2, sdBox(q-vec3(0.0, 0.0, 0.4+bite), vec3(0.2, 0.05, 0.4)), 0.1); // wide box
-	
-    f = smoothstep(0.11, 0.28, d2-d1);
+
+	f = smoothstep(0.11, 0.28, d2-d1);
 	col = mix(MOUTH_COL, col, f);
 	e = mix(e, 0.0, f);
 	d = smin(d1, d2, 0.24);
-    
+
 	col = mix(TENTACLE_COL, col, smoothstep(0., 0.48, d3-d));
-	
-    #ifdef SUN_SPHERE
+
+	#ifdef SUN_SPHERE
 	d = min(d, sdSphere(p-sun, 0.1));
-    #endif
-    
+	#endif
+
 	#ifdef BUMPS
 	for(int i = 0; i < NUM_BUMPS; i++)
 	{
-        d2 = float(i);
-        d1 = sdSphere(p-0.18*smoothstep(0.1, 1.0, glow)*
-                      vec3(sin(4.0*iGlobalTime+d2*0.6), sin(5.3*iGlobalTime+d2*1.4), cos(5.8*iGlobalTime+d2*0.6)),
-                      0.03);
-		
+		d2 = float(i);
+		d1 = sdSphere(p-0.18*smoothstep(0.1, 1.0, glow)*
+					  vec3(sin(4.0*iGlobalTime+d2*0.6), sin(5.3*iGlobalTime+d2*1.4), cos(5.8*iGlobalTime+d2*0.6)),
+					  0.03);
+
 		d = smin(d1, d, 0.2);
 		//d = min(d1, d);
 	}
 	#endif
-	
+
 	#ifdef BACKGROUND
 	q = p;
 	q.yz = mod(q.yz, 1.0);


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

	d1 = sdBox(q, vec3(0.1, 0.48, 0.48));
	if (d1 < d) { d = d1; col = vec3(0.1); }
	#endif

	return Hit(d, col, e);
}

