         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);
 


        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.);
}

float pressence(vec3 pos, float rad)
{
    return (sqrt(-pos.z)) * (rad - clamp(length(pos.xy - cFrag), 0.0, rad));
}

void main()
