es tones
  float tone0 =  1. - smoothstep(0.3,0.6,noisetex.r);
  float tone1 =  smoothstep(0.3,0.6,noisetex2.r);


  // set opacity for each tone
  float opacity0 = setOpacity(tone0,tone0,tone0,.29);
  float opacity1 = setOpacity(tone1,tone1,tone1,.49);

  //set final render
  if(opacity1>0.0){
    gl_FragColor = vec4(rgbcolor2,0.)*vec4(opacity1);
  } else if(opacity0>0.0){
    gl_FragColor = vec4(rgbcolor1,0.)*vec4(opacity0);
  }   
}
`;

      const vertcylinder = `
    varying vec2 vUv;

    void main() 