6.28 * LengthScale;
  return vec2(radius, angle);
}

void main() {
  vec2 olduv = gl_FragCoord.xy/resolution.xy ;
  vec2 uv = vUv ; 
  vec2 imguv = uv;
  float scale = 1.;
  olduv *= 0.5 + time; 
  olduv.y = olduv.y ;
  vec2 p = olduv*scale;
  vec4 txt = texture2D(perlinnoise, olduv);
  float gradient = dot(normalize( -camPos ), normalize( vNormal ));
  float pct = distance(vUv,vec2(0.5));

  vec3 rgbcolor0 = rgbcol(color0);
  vec3 rgbcolor1 = rgbcol(color1);
  vec3 rgbcolor2 = rgbcol(color2);
  vec3 rgbcol