  }
`;

      const fragflame = `
    varying vec2 vUv;
    uniform sampler2D perlinnoise;
    uniform sampler2D noise;
    uniform vec3 color4;
    uniform float time;
    varying vec3 camPos;
    varying vec3 vNormal;
    varying vec3 nois;

    vec3 rgbcol(vec3 col) {
        return vec3(col.r/255.0,col.g/255.0,col.b/255.0);
    }

      
    void main() {
        // vec3 noisetex = texture2D(perlinnoise,mod(1.*vec2(vUv.y-time*2.,vUv.x + time*1.),1.)).rgb;    
        // gl_FragColor += vec4(sin((vUv.y -