   return d * l + l0;
 }
 
-vec4 rayColidesWithBox(Ray ray) {
+vec4 boxCollisionAndNormal(Ray ray) {
   vec2 xy = vec2(1.0, 0.0);
 
   // w is negative flag for later

  }

  vec4 cp = closestPoint;
  float x = closestPoint.x;
  float y = closestPoint.y;
  float z = closestPoint.z;
  bool negative = closestPoint.w == 1.0;

  vec3 normal = vec3(0.0);
  if (collides) {
    if (x > y && x > z) {
      normal = vec3(1.1, 0.0, 0.0);
    } else if (y > x && y > z) {

  return vec3(
    10.0 * sin(TIME / 6.0),
    10.0 * cos(TIME / 6.0),
    10.0 * sin(TIME / 2.0)
  );
}

