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9 lines
259 B
GLSL

#property description Use .rg as .uv without crossfading
#property inputCount 2
void main(void) {
vec4 map = texture(iInputs[1], uv);
vec2 newUV = mix(uv, map.rg, iIntensity * map.a * pow(defaultPulse, 2.));
fragColor = texture(iInput, newUV);
}