     
     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);

        float locTime = time + iFl / NumPntsF;
        float locCTime = floor(locTime);
        float locFTime = locTime - locCTime;
        
        for (int j = 0; j < NumPnts; ++j)
        {
            float jFl = float(j);
            
            float xc = jFl / NumPntsF * xWidth - xWidth2 + sin(iGlobalTime) * xWidth / NumPntsF;
            float zc = (1.0 - iFl / NumPntsF) * zWidth;//(1.0 - locFTime) * 20.0;
            float yc = 2.5 - sin(xc * zc);//4.0 * iFl / NumPntsF * M_PI) * (sin(iGlobalTime) + 1.0) / 2.0;// + iFl / NumPntsF * M_2PI);

            vec4 dPos = vec4(xc, yc, zc, 1.0);
            vec4 persPos = pMat * dPos;
            persPos.xy = persPos.xy * centLen / persPos.w;
            float transVal = transit(0.0, zWidth, 0.3, 1.0, zWidth - zc);
            float intens = Intensity * transVal;
            R += pressence(persPos.xyz, Radius * transVal) * intens;
        }
    }
    fragColor = vec4(R, R, R, 1.);
}


vec4 fragCoord;

float timeFactor = 8.0;
float time = iGlobalTime / timeFactor;
float aspect = iResolution.y / iResolution.x;
vec2 center = iResolution.xy / 2.0;
