 }
 */
 
-/*
+
 float sdBloodVein(vec3 p) {
   vec3 c = vec3(2.,5.,5.);
   return abs(length(p.xy-c.xz)-c.y);

    )
  ), 54.0);
}
*/

vec2 scene15(vec3 pos) {
  // wtf ceiling and floor is this

  return pow(p.x*p.x + p.z*p.z, 2.) + t.x * (p.x*p.x + p.z*p.z) + t.y * p.y*p.y + t.z;
}


float sdBloodCell2(vec3 p) {
  float d1 = length(vec2(length(p.xz)-.3,p.y)) - .1;
  vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(.3,.06);
  float d2 = min(max(d.x,d.y),.0) + length(max(d,.0));
  return smin(d1,d2,32.);
}


float calcPlasma(float x, float y, float z, float t) {
  // horizontal sinusoid
