   float vertexIndex = x + y * width;
 
   // copy original vertex (0-1) and mult components to fit the defined width/height as a 2d sheet
-  vec4 vertCopy = vertex;
+  vec4 vertGrid = vertex;
   float heightSpread = height * spread;
   float widthSpread = width * spread;
-  vertCopy.y = -heightSpread/2. + vertCopy.y * heightSpread;
-  vertCopy.x = -widthSpread/2. + vertCopy.x * widthSpread;
-  vertCopy.z = vertCopy.z + displaceStrength * textureColor.r;
+  vertGrid.y = -heightSpread/2. + vertGrid.y * heightSpread;
+  vertGrid.x = -widthSpread/2. + vertGrid.x * widthSpread;
+  vertGrid.z = vertGrid.z + displaceStrength * textureColor.r;
 
   // try a different way of displacing - spiral?
   vec4 vertSpiral = vertex;

varying vec3 vertNormal;
varying vec3 vertLightDir;


vec4 windowToClipVector(vec2 window, vec4 viewport, float clipw) {
  vec2 xypos = (window / viewport.zw) * 2.0;

  vertSpiral.y = sin(pointRads) * pointRadius;
  vertSpiral.z = vertSpiral.z; // + displaceStrength * textureColor.r;

  // or a sphere :-D
  vec4 vertSphere = vec4(fibonacciSphere(totalVerts, vertexIndex) * height * 0.5 * textureColor.r, vertex.a);
  vertSphere.z = vertSphere.z * 0.2; // squish it - how do we get the camera to see more depth?

  // animate between layouts
  float easedMix = smoothstep(0.1, 0.9, mixVal);
  // vec4 mixedVert = mix(vertGrid, vertSpiral, easedMix);
  vec4 mixedVert = mix(vertSphere, vertSpiral, easedMix);

  // custom point size - use color to grow point
  float finalPointSize = pointSize * (1. + (easedMix * (textureColor.r * 4.)));
