 	
 	
 	c = vec4(final,1.0);
-	float rr = texture2D(iChannel0, vec2(0.0,0.5)).r-0.1;
-	c*=clamp(vec4(1.0,1.0-rr*4.0,1.0-rr*4.0,0.0),vec4(0.0),vec4(1.0));
+	float rr = texture2D(iChannel0, vec2(0.01,0.5)).r-0.5;
+	c*=clamp(vec4(1.0,1.0-rr*8.0,1.0-rr*8.0,0.0),vec4(0.1),vec4(1.0));
 }
	
	p.x *= iResolution.x/iResolution.y;

	float t = iGlobalTime * 0.05+texture2D(iChannel1,vec2(0.0,0.5)).r*0.1;

	vec3 o = vec3(
		snoise(vec3(p.xy*0.5,t)+vec3(2000.0))*5.0,

	
	vec2 p = 2.0 * uv - 1.0;
	p -= vec2(0.75,-0.2);
	p *= 1.5*(-texture2D(iChannel0,vec2(0.01,0.5)).r*2.0+1.5);
	
	// force 1:1 aspect ratio if defined
#ifdef FIX_ASPECT
