Combining normal and raymarched geometry

Went thru this excellent Raymarching shader in Unity series but having trouble translating what Ive learned to the TD GLSL environment. For example in one tutorial he shows how to combine regular geometry with Raymarched SDF geometry complete with occlusion and shadows. How would you do the same but using GLSL in TD?

Also would love to go thru an identical tutorial series in TD that takes you thru the very basics of creating Lambert lighting, to Phong and PBR with reflections and shadows (Often get lighting and shading models confused)
I did go thru exsstas very good 3 part series but they are focused on advanced users.

Any raymarch, demoscene wizards care to chime in?