So I discovered an interesting technique for refraction/distortions by putting the iterator step into the turbulence wave function (so each iteration has slightly different turbulence)
"Surf 2"
for(float z,d,i;i <1e2;o =(1. cos(i*.7 t vec4(6,1,2,0)))/d/i){vec3 p=z*normalize(FC.rgb*2.-r.xyx);p=vec3(atan(p.y,p.x)*2.,p.z/3.,length(p.xy)-6.);for(d=1.;d<9.;d )p =sin(p.yzx*d-t .2*i)/d;z =d=.2*length(vec4(.1*cos(p*3.)-.1,p.z));}o=tanh(o*o/9e2);