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

        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);


vec2 cFrag = frag - center;
vec2 uv = frag / iResolution.xy;

float time = iGlobalTime / 2.0;
float cTime = floor(time);
float fTime = fract(time);
const int NumStars = 100;
float Radius = 4.0;

const float M_PI = 3.1415926535,
            M_2PI = M_PI * 2,
