z = mod(finalPos.z * 2., 2.) / 2.;\n\n  gl_Position = projection * view * vec4(finalPos.xyz, 1.);\n  gl_PointSize = size * 7. * finalPos.z;\n\n  v_random0 = a_random0;\n  v_random1 = a_random1;\n}\n",
            frag: "precision highp float;\n#define GLSLIFY 1\n\n#define GLSLIFY 1\n#define ORANGE vec3(.8784, .4392, .2824)\n#define WHITE vec3(0.7451, 0.7451, 0.7451)\n\nuniform float time;\n\nvarying float v_random0, v_random1;\n\nvoid main() {\n  float t0 = (3. * v_random1) * time + fract(v_random1 * 323.1