Trying to implement ray marching in spherical coordinates:
float d = sphere(vec4(0., 1., 0., 0.), .2, p); d = add(d, sphere(normalize(vec4(0., 1., .15, 0.)), .1, p)); d = subtract(d, sphere(normalize(vec4(0.2, 1., 0.1, 0.1)), .1, p)); d = add(d, sphere(normalize(vec4(0.2, -1., 0.1, 0.1)), .1, p)); // Floor d = add(d, sphere(vec4(0., 0., 0., -1.), 3.14159/2. - .05, p));