     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)
     {

vec2 decart(vec2 polar)
{
    return polar.x * CS(polar.y);
}

vec2 polar(vec2 dec)

float pressence(vec3 pos, float rad)
{
    vec2 dif = pos.xy - cFrag;
    return rad - clamp(dif.x * dif.x + dif.y * dif.y, 0.0, rad);
}

void main()
