 uniform mat3 magicMatrix;
 
 // colors
-const vec3 healthColor = vec3(0.5, 1.0, 0.5);
+const vec3 healthColor = vec3(0.6, 1.0, 0.6);
 const float healthAlpha = 0.4;
-const float lostHealthAlpha = 0.1;
+const float lostHealthAlpha = 0.2;
 
 // circle constants
 const vec2 center = vec2(0.5, 0.5);

#define PI 3.1415926535897932384626433832795
precision mediump float;

varying vec2 vTextureCoord;


    float bucketsBehind = floor((x + separatorHalfWidth) / bucketWidth);
    float logicalX = ((x - separatorHalfWidth) - (bucketsBehind * separatorWidth)) / (bucketsNo * bucketInteriorWidth);
    float hpBarFunction = step(logicalX, health);
    float alphaFunction = healthAlpha * step(separatorHalfWidth, abs((bucketsBehind * bucketWidth) - x)) * step(logicalX, maxHp/(bucketsNo * hpPerBucket));
    float lostHealthOverlay = alphaFunction * lostHealthAlpha;

    float colorFunction = hpBarFunction * alphaFunction + lostHealthOverlay;
    gl_FragColor = vec4(circleFilter * healthColor * colorFunction, circleFilter * hpBarFunction * alphaFunction);
