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

  	 varying float kernel_val;
  	 varying float k_x;
  	 varying float k_y;
  
  
  	 

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

