   		
   		// k_y goes form -1 to 1 kernel
   		k_y = edge ;	
+  		speed_val = speeds;
   			
   		gl_Position = p;   
 

      	//float dist =  abs(length(norm, vec2(0.0))-0.5) ;
      	//float dist = abs(k_y) /(length_val+kernel_val*2.);        
     	
     	// evaluate if the kernel is bigger then the line and 
     	vec2 interval = intersect(vec2(k_x-1., k_x+1.), vec2(-length_val/2., length_val/2.));     	
     		
     	float v = abs(interval[1] - interval[0])/2. ;
     	
     	float dist =  tan( pow((1.-abs(k_y)),1.));
     	
     	float fv = v*dist /5.;
     	if (v < 1.){
     	//	fv =0.;
     	}

      attribute vec4 wPoint;
      attribute float angles;   
      attribute float lengths;
      attribute float speeds;
           
      uniform mat4 mapMatrix;
      uniform mat4 rasterMatrix;
