 	uv = floor(uv * order) / order;
 	water_uv = floor(water_uv * order) / order;
 
-	vec2 mouseDeflection = vec2(iMouse.x / iResolution.x - 0.5, iMouse.y / iResolution.y - 0.5);
+	vec2 mouseDeflection = vec2(iPosition.x / iResolution.x - 0.5, iPosition.y / iResolution.y - 0.5);
 
 	// Super simple sun calculation.
 	// sample a patch to the right of us.  If it's higher, make us darker.  If it's lower, make us lighter.

	//vec3 samplePointA = vec3(uv.x + mouseDeflection.x * iGlobalTime, uv.y + mouseDeflection.y * iGlobalTime, 0.00 * iGlobalTime);
	vec3 samplePointA = iPosition;
	vec3 samplePointB = samplePointA + vec3((gl_FragCoord.x + 1.0) / iResolution.x * land_feature / zoom + mouseDeflection.x * iGlobalTime, 0.0, 0.0);
	float noiseA = noise(samplePointA);
	float noiseB = noise(samplePointB);
	float diff = noiseB - noiseA;

						 cloud_uv.y + mouseDeflection.y * iGlobalTime,
						 0.05 * iGlobalTime));

	 //vec3 landColor = clamp(vec3(0.93, 0.82, 0.65) * (1.0 + 0.2 * diff), vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0));


	//vec3 landColor = vec3(0.73, 0.62, 0.45) * (noiseA * (1.0 + diff));
	vec3 landColor = vec3(0.71,0,1) * (noiseB * (1.0 + diff));
	// vec3 forestColor = vec3(0.93, 0.82, 0.65);
	// vec3 mountainColor = vec3(0.93, 0.93, 0.93);
	vec3 waterColor = vec3(0.71,0,1);
	vec4 cloudColor = vec4(0.71,0,1, pow(cloud, 6.0));

	// fix for water level

