     
     float centLen = length(center);
     float R = 0.0;
-    float xWidth = 16.0;
+    float xWidth = 4.0;
     float xWidth2 = xWidth / 2.0;
-    float zWidth = 20.0;
+    float zWidth = 16.0;
     
+    /*
+    mapHeights(floor(iGlobalTime));
     for (int i = 0; i < NumPnts; ++i)
     {
         float iFl = float(i);

            M_2PI = M_PI * 2.0,
            M_PI2 = M_PI / 2.0;

#define CS(p) vec2(cos(p), sin(p))

float transit(float min0, float max0, float min1, float max1, float val)
{
    return (val - min0) / (max0 - min0) * (max1 - min1) + min1;
}

    cFrag = frag - center;
    
    mat4 pMat = mat4(0.0);
    float fov = M_PI2 / 2.0;
    float tanFov = tan(fov / 2.0);
    const float near = 0.0;
    const float far = 10.0;
