   // try a different way of displacing - spiral?
   vec4 vertSpiral = vertex;
   float pointRads = vertexIndex * 0.01;
-  float pointRadius = vertexIndex * 0.01;
+  float pointRadius = vertexIndex * 0.001;
   vertSpiral.x = cos(pointRads) * pointRadius;
   vertSpiral.y = sin(pointRads) * pointRadius;
   vertSpiral.z = vertSpiral.z; // + displaceStrength * textureColor.r;
+
+  // try a different way of displacing - spiral?
+  vec4 vertPolar = vertex;
+  float polarRads = vertex.x * TWO_PI;
+  float polarRadius = vertex.y * height;
+  vertPolar.x = cos(polarRads) * polarRadius;
+  vertPolar.y = sin(polarRads) * polarRadius;
+  vertPolar.z = vertPolar.z + displaceStrength * textureColor.r;
 
   // or a sphere :-D
   vec4 vertSphere = vec4(fibonacciSphere(totalVerts, vertexIndex) * height * 0.5 * textureColor.r, vertex.a);

varying vec3 vertLightDir;

#define PI radians(180.)

// adapted from http://stackoverflow.com/a/26127012/128511
// https://www.vertexshaderart.com/art/79HqSrQH4meL63aAo/revision/9c9YN5LwBQKLDa4Aa

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

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