 
 float cTime = floor(time);
 float fTime = fract(time);
-const int NumPnts = 13;
+const int NumPnts = 16;
 const float NumPntsF = float(NumPnts);
+float Heights[NumPnts + 1];
 float Radius = 6.0;
 float Intensity = 0.8;
 

    cFrag = frag - center;
    
    mat4 pMat = mat4(0.0);
    float fov = M_PI2;
    float tanFov = tan(fov / 2.0);
    const float near = 0.0;
    const float far = 10.0;

            M_2PI = M_PI * 2.0,
            M_PI2 = M_PI / 2.0;

float snoise(vec2 v)
{
    return fract(sin(dot(v.xy, vec2(12.9898,78.233))) * 43758.5453);
}

#define CS(p) vec2(cos(p), sin(p))

float transit(float val, float min0, float max0, float min1, float max1)
{
    return (val - min0) / (max0 - min0) * (max1 - min1) + min1;
}
