 float fTime = fract(time);
 const int NumStars = 100;
 const float NumStarsF = float(NumStars);
-float Radius = 3.0;
+float Radius = 5.0;
 float Intensity = 0.8;
 
 const float M_PI = 3.1415926535,

vec4 fragCoord;

float timeFactor = 2.0;
float time = iGlobalTime / timeFactor;
float aspect = iResolution.y / iResolution.x;
vec2 center = iResolution.xy / 2.0;
vec2 frag;

          G = 0.0,
          B = 0.0;
    
    int Seconds = 60;
    int Minutes = 60;
    float SecondsF = float(Seconds);
    float MinutesF = float(Minutes);
    int timeS = int(time) % Seconds;
    int timeM = (int(time) / Seconds) % Minutes;

    float fracT = fract(time);
    float fracP = fracT * M_PI + M_PI * float(timeS % 2);
    for (int i = 0; i < Seconds; ++i)
    {
        float deltaR = 0.0;
        float deltaA = 0.0;
        
        float angle = M_2PI / SecondsF * (SecondsF - i + float(Seconds) / 4.0);
        float radius = centLen / 2.0;
        vec2 decar = decart(vec2(radius, angle));
        float intens = Intensity;
        R += pressence(vec3(decar.xy, 0.0), Radius * (i == timeM && !(0 == timeS && time > 1.0) ? 5.0 : 1.0)) * intens;

        if (i == timeS)
        {
            deltaR = sin(fracP) * 25.0f;
            deltaA = fracT * M_2PI / SecondsF;
            decar = decart(vec2(radius + deltaR, angle - deltaA));
            R += pressence(vec3(decar.xy, 0.0), Radius) * intens;
        }

        if (0 == timeS && time > 1.0)
        {
            deltaR = sin(fracP) * 25.0f;
            deltaA = fracT * M_2PI / SecondsF;
            decar = decart(vec2(radius + deltaR, M_2PI / SecondsF * (SecondsF - timeM + 1.0 + float(Seconds) / 4.0) - deltaA));
            R += pressence(vec3(decar.xy, 0.0), Radius * 5.0) * intens;
        }
    }

    fragColor = vec4(R, R, R, 1.);
