 
         vec4 persPos = pMat * dPos;
         persPos.xy = persPos.xy * centLen / persPos.w;
-        float thisRadi = Radius * (locFTime * 0.7 + 0.3);
-        R += pressence(persPos.xyz, thisRadi) / thisRadi;
+        float transVal = transit(0.0, 1.0, 0.3, 1.0, locFTime);
+        float intens = Intensity * transVal;
+        R += pressence(persPos.xyz, Radius * transVal) * intens;
     }
     color = vec4(R, R, R, 1.);
 }

    pMat[2][3] = -1.0;
    pMat[3][2] = 2.0 * near * far / (far - near);
    
    float centLen = length(center);
    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);
}

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