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- float4 render(float2 uv) {
- float2 newuv;
- newuv[0] = uv[0] + cos((builtin_elapsed_time_since_shown + uv[0]) * 0.5) * (1 - uv[1]) * 0.05;
- newuv[1] = uv[1];
- float4 image_color = image.Sample(builtin_texture_sampler, newuv);
- if (newuv[0] > 1 || newuv[0] < 0) {
- image_color[3] = 0;
- }
- return image_color;
- }
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