 	//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;

						 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 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));

	// fix for water level


#version 150

/**
*
* Cloud Shader
*
* Experimenting with perlin terrain. Height determines color. Modified a perlin function to support multiple octaves.
* Threw clouds and water in for presentation. Next step is to do some lighting.
*
* @author dancingplatypus (https://www.shadertoy.com/user/dancingplatypus)
* @url https://www.shadertoy.com/view/MsXSDN
*
*/

#define M_PI 3.1415926535897932384626433832795

const int OCTAVE_COUNT = 5;
const float WATER_LEVEL = 0;

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