   float angle = 0.0;
   
   // TIME
-  t *= 0.0358;
-
-  angle = t * spin_speed + (a * 0.05);
+  t *= 0.000358;
 
   // BEAT
   //p *= 0.0; // tone it down bro

  a *= 0.41;


  s = rotate(s, angle);

  s *= 6.0 + (a * 0.2);


  c = vec3(sin(s.x - s.y));

  s.y = abs(cos(o.y)*sin(t));
  s.x = cos(abs(s.x)*sin(t));

  c.r += abs(sin(s.y + t / s.x + a));
  c.b += abs(cos(s.x + t / s.y - a));
  c.g += abs(sin(o.x+a));

  c.bg *= c.rb;
  c.b += sin(o.y+a);

  c /= vec3(s.x / s.y + a);
