 n() * Math.PI,
              p = 0.85 * n() + 0.15;
            f.push([p * Math.sin(d), p * Math.cos(d), n(), n()]);
          }
          return t({
            vert: "precision highp float;\n#define GLSLIFY 1\n\n#define GLSLIFY 1\n\nattribute vec4 position;\nattribute float a_random0, a_random1, size, speed;\n\nuniform mat4 view, projection;\nuniform float time;\n\nvarying float v_random0, v_random1;\n\nvoid main() {\n  vec3 finalPos = position.xyz;\n  finalPos.z += speed * .08 * time;\n  finalPos.