wave.glsl 310 B

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  1. float4 render(float2 uv) {
  2. float2 newuv;
  3. newuv[0] = uv[0] + cos((builtin_elapsed_time_since_shown + uv[0]) * 0.5) * (1 - uv[1]) * 0.05;
  4. newuv[1] = uv[1];
  5. float4 image_color = image.Sample(builtin_texture_sampler, newuv);
  6. if (newuv[0] > 1 || newuv[0] < 0) {
  7. image_color[3] = 0;
  8. }
  9. return image_color;
  10. }