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