        'void main() {',
                        /* glsl */ `
                        uniform float time;

                        ${periodic3d}

                        void main() {
                        `
                    );

                    shader.vertexShader = shader.vertexShader.replace(
                        '#include <begin_vertex>',
                        /* glsl */ `
                        float f = 0.05 * pnoise(vec3(2.0 * normal + time), vec3(10.0));
                        vec3 tr