     }
     
     float dist = sqrt(dist2);
+    
+    if(dist > 0.7){
+      continue;
+    }
+    
+    dist = dist / 0.7;
     
     float abc = startAt;
   

  float waveIn = mod(-timer, 1);
  float waveOut = mod(timer, 1);
  
  float tcX = 0;
  float tcY = 0;
  int nbTc = 0;

  for(int i = 0; i < 4; i++){

    vec2 xy2 = (xy) * pushingLength;
    xy2 += xy / dist * (1 - waveDist) * 30;// * (0.5 + (pushingLength / 1000 ) * 0.5) ;
    
    tcs[nbTc] = (position + xy2) / love_ScreenSize.xy;
    
    nbTc++;
  }
