 
         vec4 persPos = pMat * vec4(dPos, 1.0);
         persPos.xy = persPos.xy * length(center) / persPos.w;
-        R += pressence(persPos.xyz, Radius) / Radius;
+        float thisRadi = Radius * (locFTime * 0.7 + 0.3);
+        R += pressence(persPos.xyz, thisRadi) / thisRadi;
     }
     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;

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



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

void main()
