gh precision floats
    precision highp float;

    varying vec2 vUv;
    uniform float t;

		void main()
		{
      vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
		}
	</script>

	<script type="x-shader/x-fragment" id="fragmentshader">
    precision highp float;

    #define M_PI 3.1415926535897932384626433832795
    #define M_E 2.7182818284

    #define A x.x
    #define B x.y
    #define C y.x
    #define D y.y

    varying vec2 vUv;
    uniform float t;
    uniform fl