float4 render(float2 uv) { float2 newuv; newuv[0] = uv[0] - 0.5; newuv[1] = uv[1]; newuv[0] = newuv[0] * uv[1] + 0.5; float4 image_color = image.Sample(builtin_texture_sampler, newuv); return image_color; }