drawing a transparent circule as Texture2D

how to make this circule barely visible ?
Screenshot 2023-06-09 173311

 Texture2D axistexture;
  protected override void Initialize()
        {


            MySF.mono = this;
            mono = this;
            this.graphicsDevice = GraphicsDevice;
            _stopwatch = Stopwatch.StartNew();

            spriteBatch = new SpriteBatch(GraphicsDevice);
            basicEffect = new BasicEffect(GraphicsDevice);
            _camera = new Camera2D(GraphicsDevice);
           
            pixelTexture = new Texture2D(GraphicsDevice, 1, 1);
            pixelTexture.SetData(new[] { Color.White });
            // Add the stack panel to the main MonoGame viewport


            base.Initialize();
            int textureWidth = 1000;
            int textureHeight = 1000;
            
             axistexture = new Texture2D(GraphicsDevice, textureWidth, textureHeight);

            Color[] colors = new Color[textureWidth * textureHeight];

            // Fill the texture with transparent color
            for (int i = 0; i < colors.Length; i++)
            {
                colors[i] = Color.Transparent; 
            }

            // Calculate the circle parameters
            int circleRadius = textureWidth / 2;
            int circleCenterX = textureWidth / 2;
            int circleCenterY = textureHeight / 2;

            // Iterate over each pixel in the texture
            for (int y = 0; y < textureHeight; y++)
            {
                for (int x = 0; x < textureWidth; x++)
                {
                    // Calculate the distance from the current pixel to the circle center
                    int dx = x - circleCenterX;
                    int dy = y - circleCenterY;
                    double distance = Math.Sqrt(dx * dx + dy * dy);

                    // Check if the pixel is within the circle
                    if (distance <= circleRadius)
                    {
                        // Set the color of the pixel to transparent light gray
                        colors[y * textureWidth + x] = new Color(Color.LightGray, 0);
                    }
                }
            }

            // Set the colors to the texture
            axistexture.SetData(colors);

            using (var stream = TitleContainer.OpenStream("lib\\tex1.png"))
            {
                texture1 = Texture2D.FromStream(this.GraphicsDevice, stream);
            }


        }

// in Draw
  // Draw the texture with scaling and centering
            GraphicsDevice.BlendState = BlendState.AlphaBlend;
            Editor.spriteBatch.Draw(axistexture, VPTCinter, null, Color.White, 0f, Vector2.Zero, scale, SpriteEffects.None, 0f);

Color.White * 0.05f