 vec2 cFrag = frag - center;
 vec2 uv = frag / iResolution.xy;
 
-float time = iGlobalTime / 4.0;
+float time = iGlobalTime / 2.0;
 float cTime = floor(time);
 float fTime = fract(time);
 const int NumStars = 100;
-float Radius = 5.0;
+float Radius = 4.0;
 
 const float M_PI = 3.1415926535,
             M_2PI = M_PI * 2,


        vec4 persPos = pMat * vec4(dPos, 1.0);
        persPos.xy = persPos.xy * length(center) / persPos.w;
        R += pressence(persPos.xyz, Radius) / Radius;
    }
    color = vec4(R, R, R, 1.);
}
        vec2 pPolar;
        pPolar.x = snoise(vec2(locCTime + i * 1.0 / NumStars, locCTime + i * 1.0 / NumStars));
        pPolar.y = snoise(vec2(locCTime, locCTime + i * 1.0 / NumStars)) * M_2PI;
        // move a little bit from zero
        pPolar.x = abs(pPolar.x) * 0.98 + 0.02;

        vec3 dPos = vec3(decart(pPolar), 1.0 - locFTime);

