           gl_FragColor = vec4(0.);
        }
        gl_FragColor *= vec4(sin(vUv.y) - 0.1);
        gl_FragColor *= vec4(smoothstep(0.3,0.628,vUv.y));

    }

`;

      const vertflame = `
    varying vec2 vUv;
    varying vec3 camPos;
    varying vec3 vNormal;
    varying vec3 nois;
    uniform sampler2D noise;
    uniform float time;

    void main() {
        vUv = uv;
        camPos = cameraPosition;
        vNormal = normal;
        vec3 pos = vec3(position.x/1.,position.y,position.z/1.);
        vec