   controls = new KeyboardControls
 
   # dot = new Particle [100, ctx.height - 100]
-  window.rect = new Rectangle 200, 100, [120, 80], 0, "#F00"
-  rect2 = new Rectangle 200, 100, [0, 0], 0, "#00F"
+  window.rect = new Rectangle 120, 100, [110, 50], 0, "#F00"
+  rect2 = new Rectangle 120, 100, [0, 0], 0, "#00F"
 
   _.extend ctx,
     update: ->

    refNorm = Vec.invert refNorm if flipped

    # get the largest depth
    max = Vec.dotProduct refNorm, reference.vertex

    # make sure the final points are not past this maximum
    if Vec.dotProduct(refNorm, clipped[0]) - max < 0
      clipped[0] = null
    if Vec.dotProduct(refNorm, clipped[1]) - max < 0
      clipped[1] = null

    trimmed = (entry for entry in clipped when entry)

    console.log "trimmed", trimmed[0], trimmed[1]
    @debug.trimmed = trimmed

    @debug.reference = reference
    @debug.incident = incident

    console.log "reference: #{reference.deepest} #{reference.from} -> #{reference.to} (vec #{reference.vec})"
    console.log "incident: #{incident.deepest} #{incident.from} -> #{incident.to} (vec #{incident.vec})"
    console.log "flipped", flipped

    reference.normalize()
