     pMat[2][3] = -1.0;
     pMat[3][2] = 2.0 * near * far / (far - near);
     
-    float centLen = length(center);
+    float centLen = length(center.y);
     float R = 0.0;
     for (int i = 0; i < NumStars; ++i)
     {

float snoise(vec2 v)
{
    return fract(sin(dot(v.xy, vec2(12.9898,78.233))) * 43758.5453);
    /*const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
                        0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
                       -0.577350269189626,  // -1.0 + 2.0 * C.x
                        0.024390243902439); // 1.0 / 41.0
    vec2 i  = floor(v + dot(v, C.yy));
    vec2 x0 = v - i + dot(i, C.xx);
    vec2 i1;
    i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
    vec4 x12 = x0.xyxy + C.xxzz;
    x12.xy -= i1;

    i = mod(i, 289.0);
    vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))
        + i.x + vec3(0.0, i1.x, 1.0 ));

    vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
    m = m * m * m * m;

    vec3 x = 2.0 * fract(p * C.www) - 1.0;
    vec3 h = abs(x) - 0.5;
    vec3 ox = floor(x + 0.5);
    vec3 a0 = x - ox;

    m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );

    vec3 g;
    g.x  = a0.x  * x0.x  + h.x  * x0.y;
    g.yz = a0.yz * x12.xz + h.yz * x12.yw;
    return 130.0 * dot(m, g);*/
}

#define CS(p) vec2(cos(p), sin(p))

float fTime = fract(time);
const int NumStars = 50;
const float NumStarsF = float(NumStars);
float Radius = 4.0;
float Intensity = 2.0;

const float M_PI = 3.1415926535,
            M_2PI = M_PI * 2.0,
