     float g = color[1] + (1.0 - color[1]) * lightness;
     float b = color[2] + (1.0 - color[2]) * lightness;
     float gradient = min(max(0.75 * lengthPoint * lengthPoint - 0.175, 0.0), 1.0);
-    
-    r *= 1.3 + (redness - 1.3) * gradient;
-    g *= 0.9 + (greeness - 0.9) * gradient;
-    b *= 1.2 + (blueness - 1.2) * gradient;
-    
+
+    // r *= 1.3 + (redness - 1.3) * gradient;
+    // g *= 0.9 + (greeness - 0.9) * gradient;
+    // b *= 1.2 + (blueness - 1.2) * gradient;
+
+    r *= 1.3;
+    g *= 0.9;
+    b *= 1.2;
+
     vec3 c = vec3(r, g, b);
-    
+
     if (lineDarkness != 0.0 && lines > 0.0) {
         // Bright points
         float line = 1. - abs(cos(lengthPoint * PI));

//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise
// 

vec3 mod289(vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;

uniform float borderSize;

uniform float growth;

varying vec3 color;
varying float widthPoint;
varying float lengthPoint;


const float PI = 3.14159265359;

//
