function GEM( params ){

  this.params = _.defaults( params || {} , {

    repelers:[],
    
    geometry: new THREE.IcosahedronGeometry( 10 , 5 ),

    ss: G.shaders.simulationShaders.sun,
    vs: G.shaders.vertexShaders.sun,
    fs: G.shaders.fragmentShaders.sun,

    blending: THREE.NormalBlending,
    transparent: false,
    depthWrite: true,
    //side: THREE.FrontSide,
    side: THREE.DoubleSide,
    
    type: 'mesh',

    dT:{type:"f" , value:0 },
    timer:{type:"f" , value:0 },
    t_audio:{type:"t" , value:null },


  });

  this.active = false;

  if( !this.params.soul || !this.params.body  ){
    this.error('no uniform passed' );
  }

  this.ogGeometry = this.params.geometry;
 
  this.ss = this.params.ss; // simulation shader
  this.vs = this.params.vs; // vertex  shader
  this.fs = this.params.fs; // fragment shader

  this.size = Math.ceil( Math.sqrt( this.ogGeometry.vertices.length ) );
 
  this.vertexUVs = this.createVertexUVs();
  this.t_og = this.createOGTexture();

  this.soul = new PhysicsRenderer( this.size , this.ss , G.renderer );

  this.soul.setUniform( 'dT'    , this.params.dT );
  this.soul.setUniform( 'timer' , this.params.time );
  this.soul.setUniform( 't_og'  , this.t_og );
  
  for( var propt in this.params.soul ){

    this.soul.setUniform( propt , this.params.soul[propt] );

  }

  this.uniforms = {

    t_pos:    { type:"t" , value:null },
    t_oPos:   { type:"t" , value:null },
    t_audio:  this.params.t_audio,
    t_og:     this.t_og,
    time:     this.params.time,
    dT:       this.params.dT,

  }

  

  for( var propt in this.params.body ){

    this.uniforms[ propt ] = this.params.body[propt];

  }

  this.attributes = {
    tri1:        { type: 'v3', value: null },
    tri2:        { type: 'v3', value: null },
  };
  

  this.material = new THREE.ShaderMaterial({

    uniforms:       this.uniforms,
    attributes:     this.attributes,
    vertexShader:   this.vs, 
    fragmentShader: this.fs,
    transparent:    this.params.transparent,
    blending:       this.params.blending,
    depthWrite:     this.params.depthWrite,
    side:           this.params.side

  });
  
  this.geometry = this.createGeometry();

  if( this.params.type === 'mesh' ){
    this.body = new THREE.Mesh( this.geometry , this.material );
  }else if( this.params.type === 'lines' ){
    this.body = new THREE.Lines( this.geometry , this.material );
  }else if( this.params.type === 'points' ){
    this.body = new THREE.PointCloud( this.geometry , this.material );
  }

  this.body.frustumCulled = false;
  this.soul.addBoundTexture( this.body , 't_pos' , 'output' );
  this.soul.addBoundTexture( this.body , 't_oPos' , 'oOutput' );

}

GEM.prototype.addToScene = function( scene ){

  this.active = true;
  scene.add( this.body );

}

GEM.prototype.removeFromScene = function( scene ){

  this.active = false;
  scene.remove( this.body );

}

GEM.prototype.toggle = function( scene ){

  var scene = scene || G.scene;

  if( !this.active ){
    this.addToScene( scene );
  }else{
    this.removeFromScene( scene );
  }

}

GEM.prototype.createVertexUVs = function(){

  var uvs = [];

  for( var i = 0; i < this.size; i++ ){
    for( var j = 0; j < this.size; j++ ){

      var index = i * this.size + j;
      if( this.ogGeometry.vertices[index] ){

        var x = 1 - (i / this.size) - (.5 / this.size)

        var y = (j / this.size) +(.5 / this.size)

       
        uvs[ index ] = [y,x];

      }else{

        //console.log( 'too high' );

      }

    }
  }


  return uvs;


}
GEM.prototype.createOGTexture = function(){

  /*console.log( this.size );
  console.log( this.size * this.size );
  console.log( this.ogGeometry.vertices.length );*/
 
  var data = new Float32Array( this.size * this.size * 4 );

  for( var i = 0; i < this.size; i++ ){
    for( var j = 0; j < this.size; j++ ){

      var index = i * this.size + j;
      
      if( this.ogGeometry.vertices[index] ){

        var v = this.ogGeometry.vertices[ index ];

        data[ index * 4 + 0 ] = v.x;
        data[ index * 4 + 1 ] = v.y;
        data[ index * 4 + 2 ] = v.z;
        data[ index * 4 + 3 ] = index;

      }else{

       // console.log('too hi');

      }


    }
  }

  var positionsTexture = new THREE.DataTexture(
    data, 
    this.size, 
    this.size, 
    THREE.RGBAFormat, 
    THREE.FloatType 
  );

  positionsTexture.minFilter = THREE.NearestFilter;
  positionsTexture.magFilter = THREE.NearestFilter;
  positionsTexture.generateMipmaps = false;
  positionsTexture.needsUpdate = true;


  return { type:"t" , value:positionsTexture }

}

GEM.prototype.createGeometry = function(){

  var g = this.ogGeometry;
  var f = g.faces;
  var v = g.vertices;

  var geo = new THREE.BufferGeometry();  
  
  var positions = new Float32Array( f.length * 3 * 3 );
  var tri1Array = new Float32Array( f.length * 3 * 3 );
  var tri2Array = new Float32Array( f.length * 3 * 3 );
  
  var pos  = new THREE.BufferAttribute( positions , 3 );
  var tri1 = new THREE.BufferAttribute( tri1Array , 3 );
  var tri2 = new THREE.BufferAttribute( tri2Array , 3 );

  geo.addAttribute( 'position' , pos );
  geo.addAttribute( 'tri1' , tri1 );
  geo.addAttribute( 'tri2' , tri2 );

  var vertCount = 0;

  for( var i = 0; i < f.length; i++ ){

    var vertexNum = i * 3;
    var index     = vertexNum * 3;

  
    var v1 = f[i].a;
    var a1 = this.vertexUVs[ v1 ];

    var v2 = f[i].b;
    var a2 = this.vertexUVs[ v2 ]; 

    var v3 = f[i].c;
    var a3 = this.vertexUVs[ v3 ]; 

    positions[ index + 0 ] = a1[0]; 
    positions[ index + 1 ] = a1[1]; 
    positions[ index + 2 ] = v1; 

    positions[ index + 3 ] = a2[0]; 
    positions[ index + 4 ] = a2[1]; 
    positions[ index + 5 ] = v2; 

    positions[ index + 6 ] = a3[0]; 
    positions[ index + 7 ] = a3[1]; 
    positions[ index + 8 ] = v3;


    tri1Array[ index + 0 ] = a2[0]; 
    tri1Array[ index + 1 ] = a2[1]; 
    tri1Array[ index + 2 ] = v2; 

    tri1Array[ index + 3 ] = a3[0]; 
    tri1Array[ index + 4 ] = a3[1]; 
    tri1Array[ index + 5 ] = v3; 

    tri1Array[ index + 6 ] = a1[0]; 
    tri1Array[ index + 7 ] = a1[1]; 
    tri1Array[ index + 8 ] = v1;


    tri2Array[ index + 0 ] = a3[0]; 
    tri2Array[ index + 1 ] = a3[1]; 
    tri2Array[ index + 2 ] = v3; 

    tri2Array[ index + 3 ] = a1[0]; 
    tri2Array[ index + 4 ] = a1[1]; 
    tri2Array[ index + 5 ] = v1; 

    tri2Array[ index + 6 ] = a2[0]; 
    tri2Array[ index + 7 ] = a2[1]; 
    tri2Array[ index + 8 ] = v2; 


  }

  return geo;

}

GEM.prototype.update = function(){

  if( this.active ){
    //console.log( 'hellsp');
    this.soul.update();
  }

}

GEM.prototype.debug = function(scene , scale , y){

  var scale = scale || .1;
  var y = y || 20;
  this.soul.createDebugScene();
  this.soul.addDebugScene( scene );
  this.soul.debugScene.scale.multiplyScalar( scale );
  this.soul.debugScene.position.y = y;


}

GEM.prototype.error = function( string ){

  console.log( string );

}
