 						 cloud_uv.y + mouseDeflection.y * iGlobalTime,
 						 0.05 * iGlobalTime));
 
-	// vec3 landColor = clamp(vec3(0.93, 0.82, 0.65) * (1.0 + 0.2 * diff), vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0));
-	vec3 landColor = vec3(0.73, 0.62, 0.45) * (noiseA * (1.0 + diff));
+	 //vec3 landColor = clamp(vec3(0.93, 0.82, 0.65) * (1.0 + 0.2 * diff), vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0));
+
+
+	//vec3 landColor = vec3(0.73, 0.62, 0.45) * (noiseA * (1.0 + diff));
+	vec3 landColor = vec3(0.71,0,1) * (noiseB * (1.0 + diff));
 	// vec3 forestColor = vec3(0.93, 0.82, 0.65);
 	// vec3 mountainColor = vec3(0.93, 0.93, 0.93);
-	vec3 waterColor = vec3(0.65, 0.94, 0.94);
-	vec4 cloudColor = vec4(1, 1, 1, pow(cloud, 6.0));
+	vec3 waterColor = vec3(0.71,0,1);
+	vec4 cloudColor = vec4(0.71,0,1, pow(cloud, 6.0));
 
 	// fix for water level
 

#version 150

//test2

#define M_PI 3.1415926535897932384626433832795

const int OCTAVE_COUNT = 5;
const float WATER_LEVEL = 0.3;

//in vec2      iResolution;           // viewport resolution (in pixels)
uniform vec2 iResolution = vec2(1920.0,1080.0);

	//vec3 samplePointA = vec3(uv.x + mouseDeflection.x * iGlobalTime, uv.y + mouseDeflection.y * iGlobalTime, 0.00 * iGlobalTime);
	vec3 samplePointA = iPosition;
	vec3 samplePointB = samplePointA + vec3((gl_FragCoord.x + 1.0) / iResolution.x * land_feature / zoom + mouseDeflection.x * iGlobalTime, 0.0, 0.0);
	//vec3 samplePointB = samplePointA + iPosition;
	float noiseA = noise(samplePointA);
	float noiseB = noise(samplePointB);
	float diff = noiseB - noiseA;
