3 noisetex = texture2D(noise,mod(1.*vec2(vUv.y-time*2.,vUv.x + time*1.),1.)).rgb;
        if(pos.y >= 1.87){
            pos = vec3(position.x*(sin((position.y - 0.64)*1.27)-0.12),position.y,position.z*(sin((position.y - 0.64)*1.27)-0.12));
        } else{
            pos = vec3(position.x*(sin((position.y/2. -  .01)*.11)+0.79),position.y,position.z*(sin((position.y/2. -  .01)*.11)+0.79));
        }
        pos.xz *= noisetex.r;
        gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
  