     float d = length(p) - radius;
     float circle_mask = (1. - smoothstep(0., 0.01, d));
 
-    circle_color = clamp(vec4(0.), vec4(1.), circle_color + mix(black, alt_color_light*.1, circle_mask));
+    circle_color = clamp(circle_color + mix(black, alt_color_light*.1, circle_mask), vec4(0.), vec4(1.));
   }
 
 

    float d = length(p) - radius;
    float circle_mask = (1. - smoothstep(0., 0.01, d));

    circle_color = clamp(vec4(0.), vec4(1.), circle_color + mix(black, alt_color_light*.1, circle_mask));
  }

  // Soft light blending
  gl_FragColor = vec4(vec3(1.) - (vec3(1.) - nebula_color.rgb)*(vec3(1.) - circle_color.rgb), 1.);
}

    float d = length(p) - radius;
    float circle_mask = (1. - smoothstep(0., 0.01, d));

    circle_color = clamp(circle_color + mix(black, alt_color_light*.1, circle_mask), vec4(0.), vec4(1.));
  }

  // Circle 3
