         z *= fixed2_over_min2;
         dz *= fixed2_over_min2;
     }
-    else if(r2 < fixed_radius2) 
+    else if(r2 < fixed_radius2)
     {
         float temp = (fixed_radius2 / r2);
         z *= temp;

    
    // Folding 'tiling' of 3D space;
	//Pos  = abs(20.0-mod(Pos,20.0));
	vec3 v = Pos - vec3(10.0, 0.0, 0.0);
	float d = -5.0+length(v);
	
	return d-0.001;
}

// Finite difference normal
vec3 getNormal(in vec3 pos) 
{
	vec3 e = vec3(0.0,normalDistance,0.0);
	
	return normalize(vec3(
			DE(pos+e.yxx)-DE(pos-e.yxx),
			DE(pos+e.xyx)-DE(pos-e.xyx),
			DE(pos+e.xxy)-DE(pos-e.xxy)
			)
		);
}


    vec3 d1 = normalize( vec3(1.0, -0.5, -1.0) );
    vec4 bg_color = vec4( vec3(0.05, 0.14, 0.27)*0.5, 1.0 );
    
   	vec2 res = rayMarch( camPos, rayDir, 100.0 );
	float zn = 0.999;
    if( res.x == -1.0 ) 
    {
        frag_color = bg_color;
    }
    else
    {
