   }
   h = p - uniform_array[8].xyz;
   a=length(h);
-  if(a<l)return c+l-a;
+  if(a < destruction)
+  {
+    return c + destruction - a;
+  }
   return c;
 }
 

  if(0 < int(uniform_array[7].z) % 2 && 0.0 < C(p, d, r, 9.0))
  {
    d=normalize(d+reflect(-d,normalize(p-r))*.2);
    l=-.2;
    w=!w;
  }


out vec4 output_color;

vec4 march_params = vec4(0.3, 0.0, 0.7, 0.009);
vec3 light_direction = normalize(vec3(2.0, 0.5, -1.0));
float destruction = uniform_array[9].y;
bool w = 1.0 < abs(uniform_array[7].z);

float f(vec3 p)
