         {
             float h = DE(ro + rd * t).x;
             res = min(res, k * h / t);
-            t += clamp(h, 0.01, 0.1);
-            if (h < 0.001 || t > tmax)
+            t += clamp(h, 0.001, 0.005);
+            if (h < 1e-4 || t > tmax)
                 break;
         }
     return clamp(res, 0.0, 1.0);

            float h = 0.02 + 0.15 * float(i) / 4.0;
            float d = DE(p + h * n).x;
            occ += (h - d) * sca;
            sca *= 0.95;
        }
    return clamp(1.0 - 3.0 * occ, 0.0, 1.0);
}

                    vec3 up = vec3(0.0, 0.0, 1.0);
                    // set camera
                    vec3 ro = camera;
                    //R(ro.xy, T);
                    mat3 M = viewMatrix(ro, lookat, up);
                    // put screen at distance FOV_DISt in front of the camera
                    vec3 rd = M * normalize(vec3(uv, -FOV_DIST));
